Benedikt MorschheuserFriedrich-Alexander-University of Erlangen-Nürnberg | FAU
Benedikt Morschheuser
Dr. rer. pol.
Investigation and design of gamified information systems
About
45
Publications
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Introduction
I am an assistant professor of Information Systems & Gamification at Friedrich-Alexander-Universität Erlangen-Nürnberg (FAU). http://gamification.rw.fau.eu
Additional affiliations
November 2015 - January 2021
September 2014 - November 2015
September 2014 - September 2017
Education
October 2006 - September 2012
Publications
Publications (45)
Since its inception around 2010, gamification has become one of the top technology and software trends. However, gamification has also been regarded as one of the most challenging areas of software engineering. Beyond traditional software design requirements, designing gamification requires the command of disciplines such as (motivational/behaviora...
Information technology is being increasingly employed to harness under-utilized resources via more effective coordination. This progress has manifested in different developments, for instance, crowdsourcing (e.g. Wikipedia, Amazon Mechanical Turk, and Waze), crowdfunding (e.g. Kickstarter, Indiegogo, and RocketHub) or the sharing economy (e.g. Uber...
Encouraging sustainable employee behavior is critical for companies in the face of increasing societal pressure towards sustainability. While gamification has been shown to influence employee behavior effectively, current attempts to design gamification for sustainability in the workplace largely neglect the importance of understanding personal fac...
Cooperation is in many ways a meaningful behavior and understanding how cooperation can be fostered among humans is integral to solving the many global challenges we are facing. Thus, one of the major current developments exists in exploring the potential of gamification to engage people in cooperative activity. However, while the literature on thi...
The recent progress in generative AI models, particularly large language models (LLMs), has brought about a transformation in the field of education. Conversational LLM services, such as Google's Bard and OpenAI's ChatGPT, offer students access to many abilities such as summarization and generation of text and code, and on-demand replies to questio...
Purpose: Given the urgency of corporate engagement in sustainable development, companies seek ways to involve their employees in sustainability efforts. In this regard, gamified systems have gained attention as a novel tool to promote sustainable employee behavior. However, as the research field matures, researchers and practitioners are confronted...
Procrastination, the act of postponing important tasks despite knowing the negative consequences, poses considerable risks to mental and physical well-being. Traditional procrastination treatments are time-consuming and often have high entry barriers for those affected. Consequently, information systems (IS) have emerged as an innovative approach t...
Along with the increasing interest in the metaverse as a new space for social interaction, privacy challenges that arise from new forms of data collection and usage have received notable research interest. Still, researchers and practitioners lack a structured overview of these privacy challenges as a foundation to explore measures that allow for s...
Gamification has become one of the main areas in information systems and human–computer interaction research related to users’ motivations and behaviors. Within this context, a significant research gap is the lack of understanding of how users’ characteristics, especially in terms of their preferences for gameful interaction (i.e., user typologies)...
While team sports play a pivotal role in societies around the world, we recognize a concerningly high dropout rate among young people in organized sports clubs in recent years. Research indicates that a central reason is the declining enjoyment of conducting team sports over time. In parallel, digital games have become one of the most popular leisu...
Globally, we see an increasing disinterest among youth in participating in team sports due to a lack of enjoyment. Designing gamified information systems for team sports may counteract this development by increasing athletes’ motivation and enjoyment. While there has been extensive research on gamified applications for individual sports, the gamifi...
Economic, social and ecological sustainability presents one of the greatest challenges of our society. As a result, there is growing pressure on a variety of organizations to implement sustainability programs, such as inclusion training related to social sustainability, cost management programs related to economic sustainability, and perhaps most i...
This chapter presents a systematic literature review of the current corpus of gamification of and in the circular economy (CE). Besides providing a contextual overview of the encountered CE phases, sustainability goals, sectors, and domains for which gamification was employed in the reviewed literature, this chapter comprises perspectives on policy...
Digital companions and social robots empowered to have social capabilities by artificial intelligence (AI) are increasingly finding their way into our everyday lives. Even though these technologies benefit individuals seeking companionship and social interaction, adopting AI-powered social robots and companions remains a challenge. There is little...
Research on green IS has emphasized the value of both instructional and motivational elements in supporting sustainable behavior at work. However, there is still a lack of understanding of these different feature types' individual roles and relevance in inducing sustainable employee behavior. Our study addresses this gap and investigates the use an...
The establishment of the Sustainable Development Goals (SDGs) has put the transition to a sustainable society on the global agenda. In this respect, gamification has gained increasing attention as a tool for companies to motivate employees to adopt sustainable behaviors. Specifically, adapting gamification design to the preferences and needs of ind...
Achieving cooperation between individuals is challenging and often driven by self-beneficial motives. On the other hand, people also seem capable of subordinating their personal interests and of engaging in cooperation for motives other than their own, i.e. out of altruistic impulses. One context in which both motivational facets can be observed is...
3D metaverse platforms are gaining popularity in various fields as they facilitate the creation of social and immersive experiences. However, the potential of this emerging phenomenon for science communication has hardly been considered so far. Therefore, we developed a game on the metaverse platform Roblox that transfers knowledge about an innovat...
Gamification approaches are not always effective
and vary in their success. Several studies suggest that
unexpected results of effectiveness are related to a
dearth of personalization of gamified systems following
a one-size-fits-all (OSFA) approach. Although research
indicates that gamification design that is dynamically
adjusted to the preference...
Society's increasing demand to protect the climate puts enormous pressure on companies of all sectors to reduce their CO 2 footprint. Besides strategic investments in more sustainable value creation, it is also essential that employees adapt their mindset, motivation, and behavior. However, measures to engage employees to change their behavior are...
Research often draws on established research methods such as lab or field experiments to investigate urgent questions about human factors in future autonomous mobility. However, conducting experiments in such a context is either expensive and complex to implement and operate, when the researchers aim for realism, or otherwise entails limitations wi...
Effective cooperation between humans and technologies powered by Artificial Intelligence (AI) is decisive to fully exploit AI's economic and social potentials. However, the adoption of AI is often opposed by a lack of humans' trust in AI systems and a dearth of interest in working with them. Turning to games for getting inspiration on how to optimi...
Due to the general gamification of our culture and society as well as the proliferation of games in our everyday activities, people are increasingly looking at games and gamification as a source for cooperation and other prosocial behaviors. However, not all game features lead to increased cohesion, cooperation or collaboration between people. Whil...
Are gamified driver monitoring applications effective?
The nature of work and management are in flux; work is increasingly distributed, sporadic, community-driven, and motivated by constant self-development. Developments such as sharing economies, crowdfunding, and crowdsourcing have emerged as new forms of organizing work and economic coordination. At the same time, increased gaming and gamification o...
A plethora of services, applications and scholarly research has emerged related to gamification. Regardless of the optimistic onset of this hype around the technology trend, designing gamification has proved to be a challenging endeavor; requiring multidisciplinary work that is often hindered by multiple theoretical and practical challenges. Proble...
Seamless cooperation between individuals is essentially a crucial aspect of any successful endeavor. A host of literature has been published in the academic realm about how cooperation could be cultivated. However, true cooperation often forms organically without external enforcement. Recently, there has been one special example of a context where...
Two parallel phenomena are gaining attention in human-computer interaction research: gamification and crowdsourcing. Because crowdsourcing's success depends on a mass of motivated crowdsourcees, crowdsourcing platforms have increasingly been imbued with motivational design features borrowed from games; a practice often called gamification. While th...
Der Einsatz von Gamification zur Förderung der Motivation bei der Nutzung von Informationstechnologie gewinnt in den letzten Jahren stark an Bedeutung in Wissenschaft und Praxis. Die Planung und Integration von Gamification-Elementen in bestehende Geschäftsprozesse stellt hierbei eine große Herausforderung dar. Bisher existieren nur sehr wenige kon...
Organizations deploy gamification in CSCW systems to enhance motivation and behavioral outcomes of users. However, gamification approaches often cause competition between users, which might be inappropriate for working environments that seek cooperation. Drawing on the social interdependence theory, this paper provides a classification for gamifica...
During recent years, gamification has become a popular method of enriching information technologies. Popular business analysts have made promising predictions about penetration of gamification, however, it has also been estimated that most gamifica-tion efforts will fail due to poor understanding of how gamification should be designed and implement...
This study investigates how different gamification implementations can increase crowdsourcees' motivation and participation in crowdsourcing (CS). To this end, we review empirical literature that has investigated the use of gamification in crowdsourcing settings. Overall, the results of the review indicate that gamification has been an effective ap...
Der Einsatz von Gamification zur Förderung der Motivation bei der Nutzung von Informationstechnologie gewinnt in den letzten Jahren stark an Bedeutung in Wissenschaft und Praxis. Auf Grund der Neuheit des Gamification-Phänomens gibt es bisher jedoch nur sehr wenige konkrete Notationen und Sprachen zur Gamifizierung von IT-Systemen. Dieser Beitrag s...
This paper applies gamification to leverage the use of information for information-intensive business tasks in the context of corporate intranets. It presents the results of an online experiment, which was conducted in the banking industry with 68 advisors from different institutes using a prototype of a corporate intranet. They indicate that addin...
In this paper, we present our research on the impact of gamification – ‘the use of game design elements in non-game contexts’ – to increase the motivation of students to use PLEs (Personal Learning Environments) that enhance interaction and support reflection in lectures. To examine this, we conducted an experiment with the Live-Interest-Meter (LIM...
Neue Möglichkeiten der IT, vielfältige Trends im Kundenverhalten, Wettbewerb und Markt, sowie strenge regulatorische
Vorschriften führen zu hohen Kosten und stellen die Bankenbranche vor immer neue Herausforderungen.
Starke Standardisierung und die Konzentration auf Kernkompetenzen könnten eine mögliche Strategie sein
diesem zunehmenden Kostendruck...
In this paper, we present our research on the impact of gamification – ‘the use of game design elements in non-game contexts’ – to increase the motivation of students to use PLEs (Personal Learning Environments). To examine this, we conducted an experiment with the Live-Interest-Meter (LIM), a Quantified Self (QS) application to improve the learnin...