
Jeanine Kirchner-KrathFriedrich-Alexander-University of Erlangen-Nürnberg | FAU
Jeanine Kirchner-Krath
Doctor of Social and Economic Sciences
Researcher in (Green) IS, HCI and Gameful Systems to drive Sustainable Development on individual & organizational levels
About
24
Publications
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247
Citations
Citations since 2017
Introduction
Researcher in the field of (Green) Information Systems (IS), Human-Computer Interaction and Gameful Systems, with interest in how (motivational) IS and playful affordances can drive sustainable development on individual and organizational levels.
Additional affiliations
September 2022 - present
Publications
Publications (24)
Gamification design has been an important issue for practitioners and researchers since the beginning of research on gamification. With the increasing divergence of gamification in diverse areas, various design principles have been proposed. Yet, existing reviews focus on the synthesis of scientific knowledge about the design process and specific d...
Despite increasing scientific interest in explaining how gamification supports positive affect and motivation, behavior change and learning, there is still a lack of an overview of the current theoretical understanding of the psychological mechanisms of gamification. Previous research has adopted several different angles and remains fragmented. Tak...
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...
The Hexad scale is a crucial tool for personalized gamification in user experience (UX) design. However, completing a 24-item questionnaire can increase dropout rates and screen fatigue within online surveys. When included in larger surveys, scale brevity makes a difference. To reduce the time required for the assessment process, we developed and v...
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...
With the increasing importance and urgency of climate change, companies are challenged to contribute to sustainable development, especially by younger generations. However, existing corporate contributions have been criticized as insufficient, which could be particularly caused by a lack of employee engagement in corporate sustainability. In this c...
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...
In multiplayer online games, players from different cultural backgrounds come together to cooperate and compete in real time. Although these games are enjoyed by billions of players globally, behavioral issues such as toxic behavior (TB) have become rampant in some games, perhaps most infamously in multiplayer online battle arena (MOBA) games, such...
The Covid-19 pandemic has influenced people's views on work, and a significant portion of the global game industry converted to remote work during the pandemic. To explore the status of game development in this pivotal moment, we have conducted semi-structured interviews with 27 immigrant/expatriate game developers ("game expats") in Finland analyz...
The virtual communities of PC and console-based Multiplayer Online Games (MOGs) such as Fortnite or League of Legends continue to grow in popularity and attract millions of players around the world. Despite numerous enjoyable outcomes, some concerns have emerged regarding toxic player behavior such as sexism towards female players. In this study, b...
Due to the rapid changes in work environments caused by the Covid-19 pandemic, leadership has shifted from face-to-face to virtual contexts. Accordingly, the new challenges require specific e-leader traits. To summarize the divergent scholarly discussion, we conducted a systematic review and identified distal (i.e., personality, cognitive abilities...
This paper encircles explorative design research in a multiple stakeholder triple helix project concerning circular economy and household recycling. Design ethnography was employed to find implications for outlining a gamification artifact that would fa-cilitate recycling behaviors. We collected our data during 27 weeks by attending two field sites...
A promising solution to increase user engagement in gamified applications is tailored gamification design. However, current personalisation relies primarily on user types identified through self-reporting rather than actual behaviour. As a novel approach, the present study used an exploratory machine learning analysis to identify seven clusters of...
Toxic behavior (TB) is a negative response to in-game frustration in multiplayer online games (MOG) that can ruin the playing experience, causing financial damage to MOG operators. Understanding the drivers of TB is an important step to curb the behavior. In this work, we consult the model of national culture (MNC) as well as demographic variables...
Under the urgency of supporting the transition to sustainability among all societal actors, including small and medium-sized enterprises (SMEs), the pivotal role of individual environmentally friendly behavior has been emphasized. While gamification has proven to be a promising means of motivating people and encouraging behavioral change, its appli...
Gamification has gained scientific attention as a motivational tool for behavior change in various contexts. When designing gamification, several scholars emphasize the importance of tailoring content to the needs of different users, e.g. by using the gamification user types HEXAD typology. From a theoretical point of view, researchers suggest corr...
The research topic of Serious Games, Game-based Learning and Gamification has gained rising popularity among researchers from diverse disciplines, such as education, management, medicine, and sustainability, in the last decade. Whereas the investigation of its effects and outcomes has already widely been empirically addressed and meta-analysed, the...