ICPS

2021 APS Virtual Convention · 2021

E-Game Winnings: For Whom, or for What, Will People Play?

Virtual · May 2021

Posters · Human Factors

  • Richard Reardon
    University of Idaho
  • Julie Beeston
    University of Idaho
  • Kellen Probert
    University of Idaho
  • Jode Keehr
    University of Idaho
  • Mary McInnis
    University of Idaho
  • Andrew Perry
    University of Idaho
  • Hailey Warren
    University of Idaho

Abstract

Utility customers evaluated the incentive value of various game outcomes of a proposed gamification system. The results suggested that there are three classes of incentive: Personal savings, prosocial causes, and instrumental acquisitions. Network analyses revealed nuances in the value assigned to incentive categories based on respondents’ gender, income, and age.

Human Factors