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Träfflista för sökning "WFRF:(Wästlund Johan) srt2:(2015-2019)"

Sökning: WFRF:(Wästlund Johan) > (2015-2019)

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  • Basu, Riddhipratim, et al. (författare)
  • Trapping games on random boards
  • 2016
  • Ingår i: Annals of Applied Probability. - 1050-5164. ; 26:6, s. 3727-3753
  • Tidskriftsartikel (refereegranskat)abstract
    • © Institute of Mathematical Statistics, 2016.We consider the following two-player game on a graph. A token is located at a vertex, and the players take turns to move it along an edge to a vertex that has not been visited before. A player who cannot move loses. We analyze outcomes with optimal play on percolation clusters of Euclidean lattices. On Z2 with two different percolation parameters for odd and even sites, we prove that the game has no draws provided closed sites of one parity are sufficiently rare compared with those of the other parity (thus favoring one player). We prove this also for certain d-dimensional lattices with d ≥ 3. It is an open question whether draws can occur when the two parameters are equal. On a finite ball of Z2, with only odd sites closed but with the external boundary consisting of even sites, we identify up to logarithmic factors a critical window for the trade-off between the size of the ball and the percolation parameter. Outside this window, one or the other player has a decisive advantage. Our analysis of the game is intimately tied to the effect of boundary conditions on maximum-cardinality matchings.
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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.
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  • 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.
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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.
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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.
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10.
  • Magnusson, Peter R, et al. (författare)
  • Exploring users’ appropriateness as a proxy for experts when screening new product/service ideas
  • 2016
  • Ingår i: The Journal of product innovation management. - : Wiley. - 0737-6782 .- 1540-5885. ; 33:1, s. 4-18
  • Tidskriftsartikel (refereegranskat)abstract
    • Despite the popularity and extensive use of engaging users in crowdvoting, very little research has been conducted into the appropriateness of users as substitutes for experts when judging ideas. Accordingly, the purpose of this paper is to investigate the appropriateness of using users as a proxy for professional experts during the initial idea screening of new product/service ideas. In other words, are users' assessments during idea screening conformant with professional experts' assessments and are they reliable as a proxy for experts during idea screening? In a comparative study, two different approaches to outsourcing the screening of wireless ideas to users are examined, including assessment by two different user panels: (1) technically skilled users and (2) technically naïve users. These two approaches were compared with the assessments made by professional experts. The results showed no conformance between users and experts when comparing their absolute scores. However, during a relative comparison (the ranking of ideas), both user panels were conformant with the professional experts. A test of the user panels' ability to select the same top ideas as the professional experts was successful, indicating good conformance between the user panels and the professional experts. This paper's contribution is knowledge of how conformant external users are compared with professional expert judges during idea screening. The results indicate that companies can employ users during the initial screening process using criteria assessment to select the best ideas for further elaboration, something that would significantly reduce the number of ideas. The paper suggests an alternative design to crowdvoting, whereby the users assess the relevant criteria.
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