Benedikt Morschheuser

Benedikt Morschheuser
Friedrich-Alexander-University of Erlangen-Nürnberg | FAU · School of Business and Economics

Dr. rer. pol.

About

24
Publications
74,015
Reads
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1,086
Citations
Introduction
I'm a gamification researcher leading the chair of information systems (gamification) as an assistant professor at Friedrich-Alexander-University Erlangen-Nürnberg (FAU).
Additional affiliations
November 2015 - present
Karlsruhe Institute of Technology
Position
  • Researcher
September 2014 - September 2017
Bosch
Position
  • Researcher
September 2014 - November 2015
Universität Mannheim
Position
  • Researcher
Education
October 2006 - September 2012
Karlsruhe Institute of Technology
Field of study
  • Business Administration and Engineering

Publications

Publications (24)
Conference Paper
Full-text available
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...
Article
Full-text available
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...
Conference Paper
Full-text available
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...
Chapter
Full-text available
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...
Conference Paper
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...
Conference Paper
Full-text available
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...
Conference Paper
Full-text available
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...
Article
Full-text available
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...
Conference Paper
Full-text available
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...
Article
Full-text available
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...
Book
Full-text available
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...
Conference Paper
Full-text available
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...

Network

Cited By

Projects

Projects (4)
Project
IT-mediated crowds are being implemented for multifarious purposes, using multifarious techniques. We seek to coalesce a specific and enduring community of researchers focused on the study of IT-mediated crowds as a phenomenon. Our aim is to harness, and thus focus, the currently very broad inter-disciplinary study of IT-mediated crowds, to incite a sharing of results and a cross-pollination of ideas among researchers currently looking at IT-mediated crowds from IS, I-School, HCI, Computer Science, Marketing, Education, Natural Sciences, Communication, and Technology Innovation perspectives.
Project
Peer-to-peer economies (sharing economy, crowdsourcing, crowdfunding)
Project
Gamification