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

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

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