SwePub
Sök i SwePub databas

  Utökad sökning

Träfflista för sökning "WFRF:(Wästlund Johan) ;pers:(Johan Högberg)"

Sökning: WFRF:(Wästlund Johan) > Johan Högberg

  • Resultat 1-10 av 13
Sortera/gruppera träfflistan
   
NumreringReferensOmslagsbildHitta
1.
  •  
2.
  • Angulo, Julio, 1980-, et al. (författare)
  • What Would It Take for You to Tell Your Secrets to a Cloud? : Studying decision factors when disclosing information to cloud services
  • 2014
  • Ingår i: Secure IT Systems. - Cham : Springer. - 9783319115993 ; , s. 129-145
  • Konferensbidrag (refereegranskat)abstract
    • We investigate the end users’ behaviours and attitudes with regards to the control they place in the personal information that they disclose to cloud storage services. Three controlled experiments were carried out to study the influence in users’ decisions to retain or surrender control over their personal information depending on different factors. The results of these experiments reveal, among other things, the users’ willingness to surrender control over personal information that is perceived as non-sensitive in exchange for valuable rewards, and that users would value the possibility of knowing and controlling the parties who are granted access to their data in the cloud. Based on the results from the experiments we provide implications for the design of end-user tools that can promote transparency and accountability in cloud computing environments.
  •  
3.
  • Högberg, Johan, et al. (författare)
  • Creating brand engagement through in-store gamified customer experiences
  • 2019
  • Ingår i: Journal of Retailing and Consumer Services. - : Elsevier. - 0969-6989 .- 1873-1384. ; 50, s. 122-130
  • Tidskriftsartikel (refereegranskat)abstract
    • The purpose of this study is to understand how gamification contributes to customers’ value creation in a retail context and how this value creation relates to brand engagement. The study builds on a field experiment using a two-group between-subjects design combined with correlational research. The experiment involved 378 participants recruited at a major European sports retailer. Participants were exposed to one of two conditions: one with a gamified activity in a store, and one in which the participants performed the same activity without being exposed to any game elements. The findings show that gamification affects the hedonic value of an activity and that this effect can be partly explained by positive affect. When this hedonic value was compared to the satisfaction with a reward, the hedonic value was found to be a better predictor of continued engagement intention. Finally, gamification through continued engagement intention is positively associated with brand engagement.
  •  
4.
  •  
5.
  • Högberg, Johan, et al. (författare)
  • Gameful Experience Questionnaire (GAMEFULQUEST) : An instrument for measuring the perceived gamefulness of system use
  • 2019
  • Ingår i: User modeling and user-adapted interaction. - : Springer. - 0924-1868 .- 1573-1391. ; 29:3, s. 619-660
  • Tidskriftsartikel (refereegranskat)abstract
    • In this paper, we present the development and validation of an instrument for measuring users’ gameful experience while using a service. Either intentionally or unintentionally, systems and services are becoming increasingly gamified and having a gameful experience is progressively important for the user’s overall experience of a service. Gamification refers to the transformation of technology to become more game-like, with the intention of evoking similar positive experiences and motivations that games do (the gameful experience) and affecting user behavior. In this study, we used a mixed-methods approach to develop an instrument for measuring the gameful experience. In a first qualitative study, we developed a model of the gameful experience using data from a questionnaire consisting of open-ended questions posed to users of Zombies, Run!, Duolingo, and Nike+ Run Club. In a second study, we developed the instrument and evaluated its dimensionality and psychometric properties using data from users of Zombies, Run! (N = 371). Based on the results of this second study, we further developed the instrument in a third study using data from users of Duolingo (N = 507), in which we repeated the assessment of dimensionality and psychometric properties, this time including confirmation of the model. As a result of this work, we devised GAMEFULQUEST, an instrument that can be used to model and measure an individual user’s gameful experience in systems and services, which can be used for user-adapted gamification and for informing user-modeling research within a gamification context.
  •  
6.
  • Högberg, Johan, 1973- (författare)
  • Gameful experiences : The not so painful road to gainful behavior
  • 2019
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • The aim of this work is to investigate the experiences that users make when using gamified services and the effect that such experiences have on the targeted behavioral outcomes. Considerable attention is dedicated to the gameful experience, since this experience is necessary for gamification to affect the target behavior. Moreover, the effectiveness of gamification at triggering different motivational mechanisms and the role of engagement is investigated.This dissertation contains three papers. Paper 1 uses a mixed-methods approach to develop a model and a measure of the gameful experience. Paper 2 uses a field experimental approach to investigate the effect of gamification on a decision to use offers in a store, and the role of engagement for this effect to occur. Finally, Paper 3 uses a field experiment to investigate the contribution of gamification to value creation in stores and how such value creation relates to brand engagement.The first main finding is a model of the gameful experience that includes the dimensions of accomplishment, challenge, competition, guided, immersion, playfulness, and social experience, and the instrument for measuring this experience. The second main finding is that challenge-based gamification can induce positive affect, which can influence evaluative judgments (thus utilizing the affective quality of System 1 to change the target behavior) and, ultimately, brand engagement. However, such challenge-based gamification does not seem to be effective when aiming to affect the biased System 1 through effort justification. The third main finding is the results that indicate that a user needs to be engaged in order for a gamified service to work properly.
  •  
7.
  • Högberg, Johan, et al. (författare)
  • Gamified in-store mobile marketing : The mixed effect of gamified point-of-purchase advertising
  • 2019
  • Ingår i: Journal of Retailing and Consumer Services. - : Elsevier. - 0969-6989 .- 1873-1384. ; 50, s. 298-304
  • Tidskriftsartikel (refereegranskat)abstract
    • This study investigates the effect of gamification on in-store mobile advertisement. More specifically, it investigates the effect of gamification on the inclination to act on offers gained at point of purchase. For this purpose, a field experiment was conducted at a supermarket, where real customers were recruited. Eye tracking, smartphone activity logging and choice were used to investigate the customers’ behaviour. The results reveal that gamification is not always useful for increasing the tendency to act on offers. In fact, engagement in a gamified shopping task is needed; otherwise, the tendency to act on offers might even decrease when gamifying.
  •  
8.
  •  
9.
  •  
10.
  • Högberg, Johan, et al. (författare)
  • Herding the Hordes : Using Location-Based Services and Mobile Messaging to Affect Visitor Behavior
  • 2020
  • Ingår i: Journal of Hospitality & Tourism Research. - : Sage Publications. - 1096-3480 .- 1557-7554. ; 44:5, s. 870-878
  • Tidskriftsartikel (refereegranskat)abstract
    • This study investigates modes of moving visitors in a tourist location using a location-based service. Two field experiments were conducted at a zoo using real visitors as participants and behavior-based dependent variables. Experiment 1 included 2,618 visitors and investigated whether the amount of rewards, in the form of free spins on a wheel of fortune, would affect the choice to move to this wheel and claim the offered rewards. The choice of using this offer was used as a dependent variable. Experiment 2 included 970 visitors and investigated whether labelling participants with a fitting trait led them to move to a certain location. Geographical data using iBeacon logging was used as the dependent variable. Using chi-square tests for independence, we causally show that both the reward and the label had a positive and significant effect on moving the visitors to the targeted location.
  •  
Skapa referenser, mejla, bekava och länka
  • Resultat 1-10 av 13

Kungliga biblioteket hanterar dina personuppgifter i enlighet med EU:s dataskyddsförordning (2018), GDPR. Läs mer om hur det funkar här.
Så här hanterar KB dina uppgifter vid användning av denna tjänst.

 
pil uppåt Stäng

Kopiera och spara länken för att återkomma till aktuell vy