A conceptual framework for understanding and identifying gamblified experiences

dc.contributor.authorMacey, Joseph
dc.contributor.organizationfi=digitaalisen kulttuurin, maiseman ja kulttuuriperinnön tutkimus|en=Degree Programme in Digital Culture, Landscape and Cultural Heritage|
dc.contributor.organization-code1.2.246.10.2458963.20.77579741941
dc.converis.publication-id386867466
dc.converis.urlhttps://research.utu.fi/converis/portal/Publication/386867466
dc.date.accessioned2025-08-27T21:52:00Z
dc.date.available2025-08-27T21:52:00Z
dc.description.abstractGamblification, i.e. the use of gambling as a tool to influence consumer decision-making, has most recently been associated with the monetisation of digital games. Yet, despite such implementations receiving the majority of attention, gamblification is not restricted to this context. Indeed, it is becoming increasingly visible across a range of media products and services, with the potential to be used to achieve pro-social as well as commercial aims. Given the varied implementations of gamblification, it is important to develop tools and methods which allow gamblified experiences and interactions to be investigated and analysed; thereby providing a basis for in-depth investigation by relevant stakeholders. This work presents a conceptual framework for identifying and evaluating the components which constitute gamblified experiences. It then applies the framework to an online health and wellbeing service in order to illustrate the application of the framework and the knowledge it generates. In addition to providing a practical tool for identifying and assessing gamblified products and services across a range of contexts, this work also offers theoretical insights into our understanding and interpretation of gamblified experiences. It draws from a wide range of disciplines and sources to deepen understanding of a topic which is growing in both social and economic significance. In addition, the importance of ethical implications in understanding the impact upon both individuals and wider society is underscored. While also highlighting that the potential success, or otherwise, of gamblified experiences in realising intended outcomes is impacted by the motivational drivers they gratify.
dc.identifier.eissn1873-7692
dc.identifier.jour-issn0747-5632
dc.identifier.olddbid201299
dc.identifier.oldhandle10024/184326
dc.identifier.urihttps://www.utupub.fi/handle/11111/47922
dc.identifier.urlhttps://doi.org/10.1016/j.chb.2023.108087
dc.identifier.urnURN:NBN:fi-fe2025082789396
dc.language.isoen
dc.okm.affiliatedauthorMacey, Joseph
dc.okm.discipline616 Other humanitiesen_GB
dc.okm.discipline616 Muut humanistiset tieteetfi_FI
dc.okm.internationalcopublicationinternational co-publication
dc.okm.internationalityInternational publication
dc.okm.typeA1 ScientificArticle
dc.publisherPergamon Press
dc.publisher.countryUnited Statesen_GB
dc.publisher.countryYhdysvallat (USA)fi_FI
dc.publisher.country-codeUS
dc.relation.articlenumber108087
dc.relation.doi10.1016/j.chb.2023.108087
dc.relation.ispartofjournalComputers in Human Behavior
dc.relation.volume152
dc.source.identifierhttps://www.utupub.fi/handle/10024/184326
dc.titleA conceptual framework for understanding and identifying gamblified experiences
dc.year.issued2024

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