The content on this page was translated automatically.


EJIS paper by Sofia Schöbel, Andreas Janson and Matthias Söllner published

The European Journal on Information Systems (EJIS) has published the paper "Capturing the complexity of gamification elements: a holistic approach for analyzing existing and deriving novel gamification designs " by Sofia Schöbel, Andreas Janson and Matthias Söllner.

EJIS is one of the leading international journals in information systems. According to the VHB-Jourqual 3 ranking, it is an A journal and has an impact factor of 2.6 (2019). It is also one of the Seniors' Scholar Basket Journals. Click here for more information .

Abstract: Gamification is a well-known approach that refers to the use of elements to increase the motivation of information systems users. A remaining challenge in gamification is that no shared understanding of the meaning and classification of gamification elements currently exists. This impedes guidance concerning analysis and development of gamification concepts, and often results in non-effective gamification designs. The goal of our research is to consolidate current gamification research and rigorously develop a taxonomy, as well as to demonstrate how a systematic classification of gamification elements can provide guidance for the gamification of information systems and improve understanding of existing gamification concepts. To achieve our goal, we develop a taxonomic classification of gamification elements before evaluating this taxonomy using expert interviews. Furthermore, we provide evidence as to the taxonomy's feasibility using two practical cases: First, we show how our taxonomy helps to analyze existing gamification concepts; second, we show how our taxonomy can be used for guiding the gamification of information systems. We enrich theory by introducing a novel taxonomy to better explain the characteristics of gamification elements, which will be valuable for both gamification analysis and design. This paper will help guide practitioners to select and combine gamification elements for their gamification concepts.