Conference Agenda

Overview and details of the sessions of this conference. Please select a date or location to show only sessions at that day or location. Please select a single session for detailed view (with abstracts and downloads if available).

Session Overview
Human Computer Interaction 1
Monday, 09/Mar/2020:
1:30pm - 3:00pm

Session Chair: Alexander Maedche
Session Chair: Mario Nadj
Session Chair: Fenne große Deters
Location: S16


Can Gamification lead to Increase Paid Crowdworkers Output?

Sascha Lichtenberg, Tim-Benjamin Lembcke, Mattheus Brenig, Alfred Benedikt Brendel, Simon Trang

Universität Göttingen, Germany

Gamifying serious work environments, such as paid crowdsourcing platforms, potentially increases crowdworkers’ task motivation, engagement and enjoyment. This, in turn, can lead to a higher willingness to contribute, higher quality of work and long-term engagement. However, it remains unclear how crowdworker behave, when gamification is applied to motivate them to do more tasks than being paid for.
In this study, we conducted an experiment on Amazon Mechanical Turk to investigate this context in a controlled setting, enabling the isolation of gamification effects. With 320 crowdworkers, we study the effect of different gamification affordances (progressbars, badges and leaderboards) on autonomous motivation and task performed. We find that some gamification affordances (namely badges and leaderboard) can lead crowdworkers to do more work than they are paid for. However, this is not necessarily linked to autonomous motivated because we did not consistently observe an increase in autonomous motivate together with more performed tasks.

Digital Nudging to Increase Usage of Charity Features on E-Commerce Platforms

Christian Meske, Ireti Amojo, Peter Mohr

Freie Universität Berlin, Germany

Using behavioral economic concepts to influence choice making in virtual environments, and more specifically to nudge participation in charitable projects, has provided fruitful opportunities for design science oriented IS research. This experimental study aims to compare two alternative nudges: an opt-in checkbox nudge and a forced-choice nudge in form of a textbox, to compare and contrast their effectivity. We assessed that the forced-choice nudge is significantly more effective in nudging participants to utilize charity features on an e-commerce platform, leading to the practical contribution of a new nudge and UI Element combination to reach targeted results. Moreover, we are able to provide new insights by putting nudging theory into practice and contributing to the overall theoretical nudging discourse in the IS research domain.

Towards Simulation-Based Preplanning for Experimental Analysis of Nudging

Stephanie C. Rodermund1, Ricardo Büttner2, Ingo J. Timm1

1Trier University, Germany; 2Aalen University, Germany

People often make irrational decisions. With digital nudging, decisions made in online environments can be guided beneficially by adapting design elements of the user-interface and thus the user’s choice environment. To evaluate the effectiveness of different nudging methods, modeling and simulation can be used. In this paper, we make a step towards preplanning of experiments to analyze nudging methods via simulation. To this end, we provide a model that replicates human behavior based on an experimental case study, that addresses gaming behavior in a digital environment. In a second step, the model is extended using several nudging methods in order to adapt the gamers’ decision-making. Experiments are presented that outline the model’s capability to produce plausible results concerning human gaming behavior as well as the effects of nudging methods on decision-making.