Jeanine Krath

Jeanine Krath
Universität Koblenz-Landau · Department of Management

Master of Science
Researcher in the field of human-computer interaction, especially gamification, at the University of Koblenz-Landau.

About

18
Publications
4,803
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66
Citations
Introduction
I'm interested in the topic of Gamification, especially Gamification in the context of sustainability, but also research about the psychological backgrounds and effects of Gamification and Game-based learning.
Additional affiliations
September 2022 - present
Tampere University
Position
  • Visiting Researcher

Publications

Publications (18)
Conference Paper
Full-text available
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...
Conference Paper
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...
Article
Full-text available
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...
Conference Paper
Full-text available
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...
Conference Paper
Full-text available
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...
Conference Paper
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...
Conference Paper
Full-text available
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...
Chapter
Full-text available
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...
Conference Paper
Full-text available
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...
Conference Paper
Full-text available
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...
Method
Full-text available
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...

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Projects

Projects (2)
Project
This PhD thesis project encompasses systematic reviews and empirical studies that aim to synthesize and advance scientific unterstanding on (personalized) gamification design, particularly in the context of sustainable employee behavior at work.
Project
We provide a platform for outstanding research by bachelor and master students at our university. Using the format of a recurring magazine, the "Festzeitschrift Junges Forschen der Universität in Koblenz", we publish extended abstracts of the best term papers as well as bachelor and master theses of the university to offer an interdisciplinary exchange between interested students and teachers as well as to value great ideas and research already at the bachelor's and master's level of university education.