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Effects of Gamification on Electronic Brainstorming Systems

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Book cover Collaboration Technologies and Social Computing (CollabTech 2014)

Part of the book series: Communications in Computer and Information Science ((CCIS,volume 460))

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Abstract

This paper describes an electronic brainstorming system using gamification elements and examines three categories of fun. For this study, the elements of gamification are identified as: level up for hard fun, score for easy fun, leader board for people fun, gift for people fun, and badge for various forms of fun (hard, easy, and people fun). This study conducted several 30-minute experimental sessions using the designed brainstorming system. The results showed that the gamification element was the most effective catalyst to improving the quality of ideas of participants in terms of fluency, flexibility, and originality. By contrast, the study found no significant difference between results generated from cooperative gamification and those from competitive gamification.

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© 2014 Springer-Verlag Berlin Heidelberg

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Yuizono, T., Xing, Q., Furukawa, H. (2014). Effects of Gamification on Electronic Brainstorming Systems. In: Yuizono, T., Zurita, G., Baloian, N., Inoue, T., Ogata, H. (eds) Collaboration Technologies and Social Computing. CollabTech 2014. Communications in Computer and Information Science, vol 460. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-662-44651-5_5

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  • DOI: https://doi.org/10.1007/978-3-662-44651-5_5

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-662-44650-8

  • Online ISBN: 978-3-662-44651-5

  • eBook Packages: Computer ScienceComputer Science (R0)

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