Goldilocks conditions for workplace gamification: how narrative persuasion helps manufacturing workers create self-directed behaviors

Kyoungwon Seo, Sidney Fels, Mujin Kang, Changho Jung, Hokyoung Ryu

Research output: Contribution to journalArticlepeer-review

23 Scopus citations
Original languageEnglish
Pages (from-to)473-510
Number of pages38
JournalHuman-Computer Interaction
Volume36
Issue number5-6
DOIs
StatePublished - 2021

Keywords

  • affective utility
  • extrinsic rewards
  • flow experience
  • Gamification
  • hedonic adaptation
  • moral goals
  • narrative persuasion
  • self-directed behavior
  • visualization

Cite this