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  • 1.
    Bisson, Christophe
    et al.
    Kadir Has University, Istanbul, Turkey .
    De Kervenoal, Ronan
    Sabanci University, Istanbul, Turkey and Aston Business school, UK .
    Özturkcan, Selcen
    Özyeğin University, Istanbul, Turkey.
    Social e-Atmospherics in Practice (or not): A French and Turkish Web Designers’ Perspectives2009Conference paper (Refereed)
    Abstract [en]

    Little is known about the development of social e-atmospherics. And yet, e-atmospherics have motivated an emerging body of research which reports that both better layouts and ‘recognized’ atmospherics encourage consumers to modify their shopping habits. While the literature has analyzed mainly the functional (design) aspect of e-atmospherics, little has been done in terms of linking its characteristics’ to social (co-) creation. This paper attempts to redress the imbalance by exploring the anatomy from a website designer perspective of the social dimension of design in relation to e-atmospherics, which includes factors such as the aesthetic design of space and the influence of visual cues as a socially constructed meaning. We identify the challenges that web designers as social agents, who interact within intangible social reference sets, restricted by social standards, value, beliefs, status and duties, face daily within their work. We aim to review the current understanding of the importance and voluntary integration of social cues displayed by web designers from a mature market and an emerging market, and provides an analysis based recommendation towards the development of an integrated e-social atmospheric framework. Results report exploratory findings from questionnaires with 10 French and 16 Turkish web designers. These allow us to re-interpret the web designers’ reality regarding social e-atmospherics. We contend that by comprehending (before any consumer/client input) social capital, daily micro practices, habits and routine of designers, a deeper understanding of social e-atmospherics possible functions in the future will be unpacked.

  • 2.
    Brorsson, Martin
    et al.
    Jönköping University, School of Engineering, JTH, Computer Science and Informatics.
    Lindhom, Hampus
    Jönköping University, School of Engineering, JTH, Computer Science and Informatics.
    The best place to hide a dead body is page 2 on Google search results2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Purpose - This examination paper examines what affects which link students at Jönköping University choose to click on the Google search results when they do a product search. For some e-commerce companies, it may be crucial that users click on their link in the search results. But which link do students choose to click on? Are they choosing to click on a link in the organic search results or are they choosing to click on an ad? This examination has been carried out with the aim to help e-commerce companies that sells products that target students. During this paper has following question has been answered:

    • What affects the link Jönköping University students choose to click on the Google search results?

    Method - To answer the question three different methods has been implemented to collect data. The methods conducted three interviews with experts in the SEO industry, 114 observations with students and in connection with the observations did the students answer a digital survey. These three methods gave a good and comparable results that ultimately strengthen each other.

    Results - Based on data collected from interviews, observations, digital surveys and secondary data have a result been developed shrill guessed what affects students' choice of the links on the search engine Google. The result shows that search engine optimization is important for an e- commerce business that must appear on Google, if you are not on the front page you are not existing. Although the recognition factor plays the most important role in the choice of which link students click. Where it appears two different kinds of behaviour both with the recognition factor of ulterior motive. Either the students click on the first link they recognize or choose them consciously remove the ads and click on the first common link them recognize.

    Implications - This work is only carried out on students from Jönköping University. A representative selection was made from the theoretical population of a generalizable results. But to generalize the results of the students to a greater extent it is required that the same survey conducted at various colleges / universities in Sweden.

    Limitations - Focus and most time was spent on implementing the observations which gave less time to conduct more than three interviews. This is a crucial factor that affected the study's scope and results. If there were more time had an investigation on other search engines would have been feasible. All searches were made on Google, which is the largest and the leading search engine in the world. If they are doing any big changes or updates our results may be unusable. 

  • 3.
    Hjort, Johanna
    et al.
    Jönköping University, School of Engineering.
    Larsson, Emma
    Jönköping University, School of Engineering.
    Hello, 1950s? You left your oppressive gender roles in our century.: En studie om könsstereotyper inom marknadsföring på Instagram2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Purpose – The purpose of this study is to examine the differences in marketing of skincare products on Instagram against a female or male target audience. By studying the companies concepts on Instagram we examine which gender stereotypes is being used to inspire women and men.

    Method – To fulfill the purpose, the authors have studied six different Instagram accounts within skincare marketed against women and men. A small-N-studie was done through a semiotic picture analysis. By studying the denotation and connotation of the pictures we did an analysis where we used theories from the Theoretical Background. Thenceforth we did group interviews to strengthen our connotations with the support from other peoples opinions with different experiences and backgrounds. To regulate the analysis we used headlines as overview, product-pictures, inspiration/lifestyle pictures and quotes both in the own analysis and in the group interview.

    Findings – The result of the group interviews was that many of the groups mentioned common descriptions and associations to the pictures on the Instagram accounts. Their perceptions was generally in the line of what we discovered through our own denotations and connotations even though ours was more detailed. From the theories and the discovered findings from the semiotic picture analysis and the group interviews we could identify gender stereotypes in the different Instagram accounts. This was shown through the colour-palettes, the life style that was promoted, the hobbies and the props in the product pictures. These findings clearly showed the signs of old gender stereotypes regarding what it means to be a man or a woman.

    Implications – The implications of the study is that the gender stereotypes will continue to exist and develop even on New Media. This leads to more limitations for women and men and continued inequality. The fact that this phenomenon is also on New Media means that the gender stereotypes has an even bigger impact on people, as it reaches to a larger group of people.

    Limitations – What influenced the size of the study was, among other things, the time limitations of the study. This limited the amount of participants in the group interview, the number of methods and even the extent of the theoretical background. If the study had been done during a longer period of time the study could have been more extensive which would have strengthened the findings of the study. 

  • 4.
    Johansson, Camilla
    et al.
    Jönköping University, School of Engineering, JTH, Computer Science and Informatics.
    Hultqvist, Tabita
    Jönköping University, School of Engineering, JTH, Computer Science and Informatics.
    Köpprocessen via en mobilanpassad webbshop ur användarens perspektiv2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Purpose – The e-commerce is increasing and more consumers choose to shop with their phone. A study made by Episerver shows that 90 percent of all people surf on their phone but only 19 percent buy with their phone. The main reasons are technical problems, difficulties, limited access to information and registers that requires many steps. There is a high risk that a user will leave the website if they experience it complicated.

    There are general principles of design for websites to create good design and Google Analytics is used to analyse how a user navigates on the website. But the navigation does not describe why the user navigates in a certain way. Even though the general principles of design are being used users still experience websites complicated and decides to leave. To get a better understanding of the users experience of the website it is important to do a qualitative study.

    The purpose of this study is to investigate how a user experience the usability and design during a buying process on a mobile webshop within fashion.

    Method – In order to achieve the purpose of this study, a small-N study has been conducted on three webshops. A case study has also been conducted that included an observation and an interview with six participants.

    Findings – The study shows that all three reviewed webshops are designed responsive. Recognized icons, such as the burger menu, the cart and the magnifying glass for search function are used. Color contrasts and contrast in typography against background, hierarchy and whitespace.  All webshops uses progressive disclosure to conceal information and compress content.  Confirmations by emphasizing are used. Frustration and confusion appeared in the case study during several parts of the buying process. The frustrating parts are: unexpected events and pop-up boxes that interrupt the process, the missing alternative to filter products with patterns in the filtration function or chosen sizes of clothes in the filtration function that do not follow through the process. Buttons were difficult to press because of the size of it or its placement. The user also got confused on how to use the navigation when several of the categories were merged and when the same words had different meaning in different words were used in different webshops. The study also shows that the user experience that the search function was easy and effective to use. At last the user experienced the scroll positive if the website is not too long.

    Implications –  The result of this study shows the importance of mapping the user’s perception of the website to be able to develop and offer a positive experience on the website during the buying process. The webshop therefore should focus on optimizing the interaction by following the User Interface Guidelines for applications and perform qualitative studies with the users to meet future needs as mobile usage increases.

    Limitations – The result of this study is limited to webshops in Sweden. The design and perception of the webshop can differ from other countries. If the mobile websites and the usability changes fast and with major changes, the lifetime of this study might be limited.

  • 5.
    Jonsson, Johan
    et al.
    Jönköping University, School of Engineering, JTH, Industrial Engineering and Management.
    Cederblom, Martin
    Jönköping University, School of Engineering, JTH, Industrial Engineering and Management.
    Synliggörande av lagerfyllnadsgrad vid djuplagring: En fallstudie med fokus på klämgods i distributionslager2018Independent thesis Basic level (university diploma), 10 HE creditsStudent thesis
    Abstract [en]

    Purpose – The purpose of the study is to identify a usable method to calculate stock fulfilment rate in a distribution warehouse and investigate how a visualization of the stock fulfilment rate affects the operative planning organisation. To fulfil the purpose of this study four research questions were formulated:

    1. Which factors is needed to calculate the stock fulfilment rate for block stacking inventory in a distribution warehouse?

    1. What method could be used to calculate the stock fulfilment rate for block stacking inventory in a distribution warehouse?

    2. How could you summarize these factors to visualize the stock fulfillment rate?

    3. How can a visualization of the stock fulfillment rate affect the operative planning

      organisation?

    Method – The pre-study shows that the theory lacks a method for calculating the stock fulfilment rate with block stacking. The study has with its abductive approach investigated how businesses works with stock fulfilment rate. From this, the literature study has been analysed with support from the result and the authors has created an illustration of the method.

    Findings – The study resulted in a method which calculates stock fulfilment rate and can be used as an analytical information when optimizing the storage area. The method calculates a location- and product specific stock fulfilment rate. The study then presents an example on how the method could be visualized and used.

    Implications – The method aims at inspiring to an increased control of the warehouse storage capabilities. It is focused on block stacking and to help at a visualization and calculation of stock fulfilment rate. At an implementation stage is it important to understand that the storage and block stacking factors when doing the calculations.

    Limitations – The purposed method builds on block stacking and handling units. The study carried out is a case study which means that the result is not applicable directly without further examination of other businesses and their preconditions.

  • 6.
    Kaidalova, Julia
    et al.
    Jönköping University, School of Engineering, JTH. Research area Information Engineering.
    Kaczmarek, Tomasz
    Poznan University of Economic, Department of Information Systems.
    Seigerroth, Ulf
    Jönköping University, School of Engineering, JTH. Research area Information Engineering.
    Shilov, Nikolay
    St Petersburg Institute for Informatics and Automation of RAS.
    Semantic Web Technologies in Business and IT Alignment: Multi-Model Algorithm of Ontology Matching2013In: Fifth International Conference on Advances in Future Internet (AFIN 2013) / [ed] Davoil, R., Curran Associates, Inc., 2013, p. 50-57Conference paper (Refereed)
    Abstract [en]

    The importance of using appropriate and effective IT means to facilitate business functions have been acknowledged and discussed by practitioners and scientists over the past two decades thus giving a rise to the Business and IT alignment (BITA) problem. In BITA, the issue of sharing and processing large amounts of information from distributed and heterogeneous sources is of significant importance. Ontologies have shown their usability for this type of tasks. However, they also bring new challenges. The paper proposes utilising of the Semantic Web technologies to assist in solving them. Namely, the paper describes application and adaptation of the ontology matching algorithm for the BITA problem. The algorithm integrates different matching models. Its operation is shown via an illustrative example.

  • 7.
    Karlsson, Joel
    et al.
    Jönköping University, School of Engineering, JTH, Computer and Electrical Engineering.
    Bengtsson, Carl
    Jönköping University, School of Engineering, JTH, Computer and Electrical Engineering.
    Webbaserat resultat och uppföljningsprogram för idrottsförening2012Independent thesis Basic level (university diploma), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Students at the School of Engineering at Jönköping University have on behalf of the swimming organization “Nässjö Sim och Livräddningssällskap” conducted research on how to monitor and evaluate swimmers and swimming groups in a simple and efficient manner with a focus on usability and user friendliness. Since no system existed that could meet these requirements, the client had a desire to tailor and develop such a system. The purpose of this work was to develop a system that would work as a tool to be used by coaches and swimmers alike and allow them to eventually follow the development of swimmers and swimming groups. The organization also wanted to have the ability to create tests and exams, both for land and water training, register these in the system and in a structured way know which swimmers took and passed these.

    For this thesis, the following questions functioned as a framework for progress.

    • Usability
      • How to design a usable system and what is required?
    • System
      • What type of system is best suited to meet the client's requirements and preferences?
    • Competition results
      • How can one retrieve all the competition results for swimmers of Nässjö SLS?
    • Database
      • What type of database is best suited to easily share data with an external existing database?

    Usability has been the main focus throughout the project. In order to succeed and stay on track, the students turned to the usability guru Jakob Nielsen, and his 10 heuristic rules have worked as guidelines. The work is also founded on the theories and tests Nielsen conducted on how people interact with a web-based system.

    The result of the project is a working prototype of the system without access to the competition results as the students together with the client decided that the procedure to access the database containing results from competitions became too difficult, time consuming and costly. From the perspective of functionality, focus turned to a system that can display a development curve for swimmers and swimming groups based on training and the results from tests and exams.

  • 8.
    Minchev, Evgeni
    et al.
    Jönköping University, Jönköping International Business School, JIBS, Informatics.
    Schmitt, Torben
    Jönköping University, Jönköping International Business School, JIBS, Informatics.
    Purchasing digital items in free to play games: Investigating personality theory through an explorative study of League of Legends2016Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The continuous growth of the gaming industry develops a highly competitive environment, which provides an incubator of innovation. These conditions lead to the emergence of new business models. Free to play as one of those newly and still developing models is currently trending among the game developing and publishing companies. Delivering skyrocketing profits, the full potential of the model is yet to be revealed. At first sight, the model has a simplistic structure on the business side, however, on the user side it is unclear what motivates players to become customers through the purchase of digital items in the games.

    This research uses an exploratory and qualitative approach to collect data and identify purchasing behaviour stimuli. It also proposes an option of connecting personality theories as a possible explanation to the purchasing behaviour of players. As a focus for this study, the currently most successful free to play game, League of Legends, was selected and twelve interviews with League of Legends players were conducted.

    The interviews consisted of two parts, one semi-structured and the other one structured. The semi-structured interview aimed at identifying purchasing behaviour and finding reasons for the purchase of digital items in League of Legends. The second was a personality assessment test, Keirsey Temperament Sorter2.

    A conventional content analysis of the interviews identified the theme “personal satisfaction” as the main motivation for purchasing digital items. The investigation regarding the proposed connection to personality theory, the research’s results fail to show any connection. However, answering research question number one unveils the importance of the personality factor remains valid and a subject of future research. The research discusses possibilities and direction for future research in the face of testing other than the applied Keirsey personality theory. 

  • 9.
    Modolin, Sarah
    et al.
    Jönköping University, Jönköping International Business School, JIBS, Informatics.
    Grace, Sekwao
    Jönköping University, Jönköping International Business School, JIBS, Informatics.
    Virtual Reality Games for Team Building Interventions: Comparison of team building interventions for university students2018Independent thesis Advanced level (degree of Master (Two Years)), 30 credits / 45 HE creditsStudent thesis
    Abstract [en]

    Teams are essential in today’s organisations. Thus, it is important to enable students early in the education process to work in teams. Moreover, we have new technologies emerging such as virtual reality (VR), that have the possibility to influence processes such as team building interventions. In addition, many researchers claim the importance of games in teaching as it leads to high engagement. Even though, there is much research available in the areas of VR, team building and games, no research connecting all three topics can be found. Nevertheless, it can be observed that VR and games have been used in teaching before, however not at the same time to enhance teamwork skills. This research provides a thorough literature review on the current possibilities and applications of VR in teaching and defines effective team building. Moreover, games in teaching and their possibilities and advantages are described. Eventually, the purpose of this study is to find out if team building interventions with the help of VR are more effective in comparison to non-VR based methods. We add to existing research by enhancing current team building techniques through VR technology. Being aware of the nature of this research we combine a qualitative and quantitative approach, namely content analysis and A/B testing, to research this topic. To support the content analysis, we apply a teamwork framework defined by Rosseau, Aubé and Savoie (2006). To validate our experiment results from A/B testing we triangulate by conducting an additional experiment. The analysis of this study shows that VR based team building interventions trigger more team processes than team building interventions without VR. Furthermore, the research points out possible future directions of studies since VR for team building is a rather new topic and thus needs to be further researched. Finally, the study can be used to encourage students and teachers at University level to apply VR technology when the opportunity is given

  • 10.
    Rask, Jim
    et al.
    Jönköping University, School of Engineering.
    Pierre, Sebastian
    Jönköping University, School of Engineering.
    Utveckling med JavaScript-ramverk och UX/UI2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
  • 11.
    Resmini, Andrea
    et al.
    Jönköping University, Jönköping International Business School, JIBS, Informatics.
    Tan, He
    Jönköping University, School of Engineering, JTH, Computer Science and Informatics. Jönköping University, School of Engineering, JTH. Research area Computer Science and Informatics.
    Tarasov, Vladimir
    Jönköping University, School of Engineering, JTH, Computer Science and Informatics. Jönköping University, School of Engineering, JTH. Research area Computer Science and Informatics.
    Adlemo, Anders
    Jönköping University, School of Engineering, JTH, Computer Science and Informatics. Jönköping University, School of Engineering, JTH. Research area Computer Science and Informatics.
    #ViewFromTheOffice - Reconceptualizing the Workplace as an Information-based Ecosystem2016In: Proceedings of the 6th STS Conference on Socio-technical Ecosystems, 2016Conference paper (Refereed)
  • 12.
    Söderlund Valencia, Lorens
    Jönköping University, School of Engineering, JTH, Mechanical Engineering.
    PARAMETRISERAD DESIGN APPLICERAD PÅ EN MOTORSÅGSKEDJA2012Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The main objective of this thesis was to develop appropriate strategies and find factors that affect the usability of parameterized designs. This was accomplished by investigate the user-interface and how it is designed to meet the user's information needs. The thesis also embraces the basic theories in terms of investigation, cognitive design principles and human behavior patterns in the interaction with the machine. The approach has led to an explorative investigation in this subject area.

    The thesis also had the purpose to achieve more efficient ways for development of motor chainsaws at Husqvarna AB's department Global Cutting Equipment. That can be achieved through reduce costs of development per sold unit. To reduce cost depends to what extend the program is helping the user to achieve goals during the design execution. The thesis also includes an investigation of the factors that affect the design of such a program. To explore appropriate strategies was a theoretical design process implemented in the study. From the perspective of technology has the author utilized knowledge in engineering design and programming. The program approach utilized was Visual Basic languish in Visual Studio enviroment for the user-interface and a Catia V5 CAD-platform for the chainsaw design.

    The result is a program which could use reconfigured parameters as needed to create customized designs correctly and effectively. This thesis has also resulted in appropriate principles for the design of a user-friendly interface that were up for the task to be a supporting tool through the execution. It has also been established appropriate tools and methods for analysis and optimization of the program. The author feels that the results of methods and principles in this study were of high reliability and can therefore be applied to other projects, even if the results only are valid for this specific case.

  • 13.
    Tang, Julia S Y
    et al.
    Curtin University, Perth, Australia.
    Falkmer, Marita
    Jönköping University, School of Education and Communication, HLK, CHILD.
    Chen, Nigel T M
    Curtin University, Perth, Australia.
    Bölte, Sven
    Curtin University, Perth, Australia.
    Girdler, Sonya
    Curtin University, Perth, Australia.
    Designing a Serious Game for Youth with ASD: Perspectives from End-Users and Professionals.2018In: Journal of autism and developmental disorders, ISSN 0162-3257, E-ISSN 1573-3432Article in journal (Refereed)
    Abstract [en]

    Recent years have seen an emergence of social emotional computer games for individuals with Autism Spectrum Disorder (ASD). These games are heterogeneous in design with few underpinned by theoretically informed approaches to computer-based interventions. Guided by the serious game framework outlined by Whyte et al. (Journal of Autism and Developmental Disorders 45(12):1-12, 2014), this study aimed to identify the key motivating and learning features for serious games targeting emotion recognition skills from the perspectives of 11 youth with ASD and 11 experienced professionals. Results demonstrated that youth emphasised the motivating aspects of game design, while the professionals stressed embedding elements facilitating the generalisation of acquired skills. Both complementary and differing views provide suggestions for the application of serious game principles in a potential serious game.

  • 14.
    Tkalcic, Marko
    et al.
    Free University of Bozen-Bolzano.
    Ferwerda, Bruce
    Jönköping University, School of Engineering, JTH, Computer Science and Informatics.
    Theory-driven Recommendations: Modeling Hedonic and Eudaimonic Movie Preferences2018Conference paper (Refereed)
    Abstract [en]

    Most of the research in recommender systems focuses on data-driven approaches. In this paper we present our vision for complementing data-driven approaches with model-driven ones. We present a preliminary experimental set-up and we expose our research plan. In the experimental set-up we acquired eudaimonic characteristics of movies and user preferences. Furthermore, we performed a preliminary analysis of the acquired data.

  • 15.
    Vaezipour, Atiyeh
    et al.
    Jönköping University, School of Engineering, JTH. Research area Information Engineering.
    Mosavi, A
    Jönköping University, School of Engineering, JTH. Research area Information Engineering.
    Seigerroth, Ulf
    Jönköping University, School of Engineering, JTH. Research area Information Engineering.
    Visual Analytics for Informed Decisions2013Conference paper (Refereed)
    Abstract [en]

    Energy efficiency heavily depends on effective building construction. It is more appropriate if one can predict energy efficiency of the house before building it.Here simple application of the Nearest Neighbors lazy learning techniques improveestimating the energy efficiency of a building. Visual analytics tools considered a smart solution as a function of modeling parameters by using Machine Learning framework in a suitable way. It is a powerful way to improve energy saving in building construction and making informed decisions.“LIONsolver with a novel implementation of machine learning plus optimization provides a highly advanced environment for predictive analytics. In this poster a case study from the LIONbook is presented where the energy consumption for a newhouse project is predicted. The predictive analytics environment of LIONsolver in this case study has transformed the optimal design from a very complicated and time consuming process to a very speedy and simple strategy for design and decisionmaking.”

  • 16.
    Özturkcan, Selcen
    Jönköping University, Jönköping International Business School, JIBS, Business Administration.
    Virtual Reality Retailing2018In: Encyclopedia of Computer Graphics and Games / [ed] Newton, Lee, Cham: Springer, 2018Chapter in book (Refereed)
  • 17. Özturkcan, Selcen
    et al.
    de Kervenoael, Ronan
    Grey Market e-Shopping and Trust Building Practices in China2008In: Trust and New Technologies: Marketing and Management on the Internet and Mobile Media / [ed] Teemu Kautonen and Heikki Karjaluoto, Edward Elgar Publishing, 2008, p. 56-73Chapter in book (Refereed)
  • 18.
    Özturkcan, Selcen
    et al.
    Istanbul Bilgi University, Turkey.
    Gumus, Burcu
    Istanbul Bilgi University, Turkey.
    Sustaining Competitive Advantage: Turk Telekom2015In: Strategic Marketing: Creating Competitive Advantage / [ed] Doug West, John Ford & Essam Ibrahim, Oxford University Press, 2015, 3rd, p. 519-525Chapter in book (Refereed)
    Abstract [en]

    This case covers 'market scan/scenarios', 'internal analysis,' and 'strategic fit' from phase 1 of the marketing strategy blueprint (see Chapter 1, Figure 1.8). It primarily focuses on the question: 'Where are we now?'

  • 19.
    Özturkcan, Selcen
    et al.
    Istanbul Bilgi University, Turkey.
    Şengün, S.
    Istanbul Bilgi University, Turkey.
    Gaining reward vs. avoiding loss: When does gamification stop being fun?2015In: Emerging Research and Trends in Gamification / [ed] Harsha Gangadharbatla, Donna Z. Davis, IGI Global, 2015, p. 48-71Chapter in book (Refereed)
    Abstract [en]

    This chapter enhances the dyadic gain-loss concept by presenting findings of a research project on uncovering whether the efficiency component of gamification could be better attained by balancing a shift from gain to loss, or completely avoiding it altogether. The gamification of any system requires a good selection and balance of game design elements to make the overall experience fun, as well as gaming emotions to keep it intrinsically rewarding. However, if not designed properly, participators of a gamified system that expect the prospect of gaining rewards, may ultimately realize a shift of engagement from gain to avoiding losses any earned status, badge, experience, or popularity often defined within the periphery of the gamified system. Findings reveal changing levels of motivation within different participatory foci, where loss avoidance (punishment scenarios) generates more motivation than the prospect of gaining rewards.

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