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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
  • University of British Columbia
  • Sungkyunkwan University
  • Hanyang University

Research output: Contribution to journalArticlepeer-review

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

UN SDGs

This output contributes to the following UN Sustainable Development Goals (SDGs)

  1. SDG 9 - Industry, Innovation, and Infrastructure
    SDG 9 Industry, Innovation, and Infrastructure

Keywords

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

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