CHAPTER- 2
REVIEW OF LITERATURE
This chapter systematically analyse various literature related to the adoption behaviour towards gamification by consumers and also discuss the IT adoption behaviour. Initially this chapter has discussed promotions as a whole and then various other promotional techniques which are being used by the marketers and e retailers including gamification, to keep their customers engage towards their brand. Then various theories related to the IT adoption have been discussed and compared, Which has helped to identify the research gap in the existing researches and has also helped to identify various influencing factors on adoption behaviour of consumers based on which the questionnaire is prepared to know the intentions
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Although different industries may have different roles to do with gamification but with a common goal of increasing engagement. Some of the people considers any game related application as gamification which includes the serious games, playful interactions and game based technologies. The most commonly used definition of Gamification is “the use of game design elements in non-game contexts” (Deterding et al., 2011) which includes four basic components
1. Game: Game is different from the Playfulness. The concept was derived from the Caillois’ concept (Caillois’, 2001) of “Paidia” and “ludus” as two poles of play activities Playfulness (Paidia) is more expressive, free, improvisational and tumultuous combination behaviours whereas game (ludus) is a special playing structured by rules and competitive conflict towards achieving the set
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Some recent researches where the theory of planned behaviour has been applies are exercise, teaching, coupon usage, drugs and alcohol abuse, health etc. Kraft. P, Rise. J. Sutton.S. and Roysamb. E. studied the behavioural control in exercise with three different interrelated components i.e. perceived control, perceived difficulty and perceived confidence and they found that in some cases it is inadequate to measure PBC with perceived difficulty as they overlap with the affective attitude. In some cases PBC may be the consequence predictor of the behavioural intentions but influence of it in most cases has been overestimated. Icek Ajzen and B.L. Driver in 1990 used TPB to know the behaviours for the use of leisure for the recreational activities and found that the perceived behavioural control influence the behaviour of the individual for using recreational activities for the leisure
A game can be described as a structured form of play, usually undertaken for enjoyment and sometimes used as an educational tool. Card presents games in this novel for both
This practice behavior relates to the Great American Smokeout event that I participated in at my internship. This artifact will consist of a flyer that was distributed to patients that were interested in quitting smoking. The second practice behavior is analyzing specific policies and practices and their impact on diverse populations. This practice behavior relates to media presentation I did for my children and family class. The presentation focused on a policy that was being proposed that affected recipients of the supplemental nutrition assistance program.
Third, when experiencing introjected regulation, athletes participate in their sport because they feel have to and will experience guilt or anxiety if they quit. Next, identified regulation occurs when a behavior is performed voluntarily, but is not pleasant and is being done to reach another goal. Lastly, purley intrinsic motivation occurs when participation is self-determined and done for the joy of the
Have you ever gone online to buy something and ended up purchasing more than what you expected? There is a science to how the online websites get your attention to purchase the latest styles. Every season the websites need to find new and creative ways to solicit these items. Often times an online store will have special offers, coupon codes and free shipping to draw the consumer in. In this essay I will talk about what the online stores do to encourage consuming behavior.
Uninformed Argument of Gaming New York Times magazine critic Sam Anderson in his online article “Just One More Game” discusses the recent topic of gaming and its impact in our society. Anderson outlines the history of games and how they have evolved into meaningless distractions which he refers to as “stupid games” (Anderson par.3). He claims there is no point or value in gaming, but he does not explain or show evidence to the negative side of gaming. Due to Anderson’s lack of logical reasoning his argument is unconvincing and ineffective.
Then there is the theory of Operant Conditioning of B.F. Skinner and what the public’s view on this theory is and how well it works. Behavior Modification
In her article of “Video Games and Learning,” a writer who is Alicia Ault argues the video games are helping to get interested in learning and understanding about studying with children. To support the argument, Ault explains how students liked how they could use the video games to help their education. The teachers try to organize games where students can repeat tasks or sections of the game until they are accustomed to the concepts. the example of the game is recreational games and the trend of switching to player engagement by allowing teachers and businesses to use the game to obtain points or gifts. Teachers use games to help teach humanities, science, and mathematics.
This contains and includes the briefing about the details and justification of the variables used and identified for the study. Reasoned Action Theory is supported by Martin Fishbein and Icek Ajzen 's. To illustrate, this model has the origin in the social psychology field that defines the two elements which are attitudes and norms, that are used to predict behavioral intent. This model states that an individual 's behavior is determined by his or her intentions in performing it. This theory summarizes equations, that the attitude along with subjective norms is equal and same to
In your post you mentioned the 13 concepts of behavioral-cognitive approach (Becvar & Becvar, 2013). The two approaches I am going to expound on is the shaping process and contingency contracting. In the shaping process it is described as a complex desired behavior (that is a behavior that is desired) and it’s divided into subparts. By these subparts reward and punishment is implemented until all the behaviors displayed makes a whole.
Various games are activities that have been around since the beginning of time has evolved into a technology based forum for all ages called video games. These types of games have become an extremely popular activity and are a big part of a lot of people’s everyday lives. Instead of looking at video games as a leisurely hobby that one plays in their spare time, it is now looked as a positive benefit for people to play. Playing video games are beneficial, according to some studies they can develop cognitive skills, create social connections, and stimulate creativity.
Conclusion Towards an Evaluation of Gamification Praxis Kapp, Blair & Mesch (2014) stated that there are several reasons to engage gamification successfully into the teaching and learning practices: First, gamification has to be used in a way that allows for creating interaction and interconnectivity among the learners. Second, it has to foster motivation and promote engagement in the learning activities. Third, it has to facilitate the execution of critical thinking skills. Fourth, it should invite a positive behavior change in the learners.
CHAPTER TWO LITERATURE REVIEW AND THEORETICAL FRAMEWORK 2.1 INTRODUCTION: Newspaper firms have started to search for online delivery channels so as to retain the young readers. As a result, they have transferred a considerable amount of their delivery channels from print to online format. Most of the media firms have started to implement a 360-degree strategy that integrates content decisions “shaped by the potential to generate consumer value and returns through multiple platforms of expression of that content via a number of distribution outlets” (Doyle, 2010).
information systems to improve job efficiency). Applied to social media, the model fails to take into account characteristics specific to social media such as the “entertainment” component and it being used primarily in an individual, personal, voluntary and non-organizational setting (Rauniar et al., 2014). This is rather logical as the model was developed before the advent of social media. Consequently, a more unified model called the Unified Theory of Acceptance and Use of Technology (UTAUT) was formulated by Venkatesh, Morris, G. Davis & F. Davis (2003) to address the shortcomings of the theoretical models before including TAM. The UTAUT model has been adjusted to better fit today’s various technological contexts.
Therefore this research will make use of the Extended Technology Acceptance Model with Theory of Planned Behavior and Theory of Perceived Risk
After compiling a list of problems their city has, citizens were notified that they could earn points by submitting proposals and solutions to the established problems. Citizens who reached certain point thresholds would then be awarded medals, and classified on three levels: (1) Interested Citizens, (2) Active Citizens, and (3) Distinguished Citizens. Ultimately, the study found that integrating e-participation applications with gamification elements keeps citizens participation active over long periods of time. I believe that my study will reflect these findings, and that by implementing the theory of gamification to a voter-participation application will lead to higher voter turnout rates and a well-informed