GAMIFICATION AS A VEHICLE TO ENCOURAGE BEHAVIOR CHANGE

Bibliographic Details
Main Author: Cavanagh, Kevin V.
Language:English
Published: Case Western Reserve University School of Graduate Studies / OhioLINK 2019
Subjects:
Online Access:http://rave.ohiolink.edu/etdc/view?acc_num=case1554377747022203
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spelling ndltd-OhioLink-oai-etd.ohiolink.edu-case15543777470222032021-08-03T07:09:58Z GAMIFICATION AS A VEHICLE TO ENCOURAGE BEHAVIOR CHANGE Cavanagh, Kevin V. Organizational Behavior Intentional Change Theory (ICT) has been shown to be effective in helping students develop emotional, social, and cognitive competencies. However, when individuals set goals to help them move closer to their vision, studies show they often have a negative response. In order for goal-setting to be effective, the process needs to be enjoyable and exciting. Gamification, the use of game design elements in non-game contexts, has experienced a meteoric rise in mainstream research literature over the past decade. On the whole, gamification seeks to increase engagement by providing a fun experience for the end user. Through the goal-setting process of ICT (e.g., the Learning Agenda), this study examines the extent to which goal-setting is more enjoyable through a gamification approach. An experimental design (e.g., gamified vs. a non-gamified control) is used to examine the impact that gamification has a goal-setting in undergraduate and graduate populations at Case Western Reserve University. Results of this experiment show that students who experienced the gamified model were more likely to think about their goals after the course ended and more likely to reach out to others for social support. The results also showed that students in the experimental condition were less scared and upset than those who did not experience the gamified packet. Discussion of these findings, limitations of this research, and future research are discussed. 2019-05-23 English text Case Western Reserve University School of Graduate Studies / OhioLINK http://rave.ohiolink.edu/etdc/view?acc_num=case1554377747022203 http://rave.ohiolink.edu/etdc/view?acc_num=case1554377747022203 unrestricted This thesis or dissertation is protected by copyright: all rights reserved. It may not be copied or redistributed beyond the terms of applicable copyright laws.
collection NDLTD
language English
sources NDLTD
topic Organizational Behavior
spellingShingle Organizational Behavior
Cavanagh, Kevin V.
GAMIFICATION AS A VEHICLE TO ENCOURAGE BEHAVIOR CHANGE
author Cavanagh, Kevin V.
author_facet Cavanagh, Kevin V.
author_sort Cavanagh, Kevin V.
title GAMIFICATION AS A VEHICLE TO ENCOURAGE BEHAVIOR CHANGE
title_short GAMIFICATION AS A VEHICLE TO ENCOURAGE BEHAVIOR CHANGE
title_full GAMIFICATION AS A VEHICLE TO ENCOURAGE BEHAVIOR CHANGE
title_fullStr GAMIFICATION AS A VEHICLE TO ENCOURAGE BEHAVIOR CHANGE
title_full_unstemmed GAMIFICATION AS A VEHICLE TO ENCOURAGE BEHAVIOR CHANGE
title_sort gamification as a vehicle to encourage behavior change
publisher Case Western Reserve University School of Graduate Studies / OhioLINK
publishDate 2019
url http://rave.ohiolink.edu/etdc/view?acc_num=case1554377747022203
work_keys_str_mv AT cavanaghkevinv gamificationasavehicletoencouragebehaviorchange
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