ICPS
2021 APS Virtual Convention · 2021
E-Game Winnings: For Whom, or for What, Will People Play?
- 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