@inproceedings{236fea507afd4ea49e82926673e2aab8,
title = "User engagement in an open collaboration community after the insertion of a game design element: An online field experiment",
abstract = "Gamification has been proposed as a possible solution to low user engagement in open collaboration communities. However, most studies do not present statistical analyses and few studies analyze the criterion validity between behavioral and self-reported engagement measures. This study seeks to understand whether gamification contributed to greater behavioral and self-reported engagement in an open collaboration community. We conducted an online field experiment to analyze user engagement in two versions of a new feature, with or without a game design element (Progress bar), with 36 and 37 users, respectively. A subset of the participants (18 users) answered an online questionnaire about their engagement with the system. We found that the group of users with the highest self-reported engagement scores performed the most actions, and users who accessed the Progress bar performed the highest number of actions. More studies are needed to better understand the relationship between each action and the engagement.",
keywords = "Engagement, GLAMs, Gamification, Open collaboration communities, Progress bar, UES",
author = "Bertholdo, {Ana Paula O.} and {De Melo}, Claudia and Rozestraten, {Artur S.} and Gerosa, {Marco Aur{\'e}lio} and O'Brien, {Heather L.}",
note = "Publisher Copyright: {\textcopyright} 2018 Association for Information Systems. All rights reserved.; 24th Americas Conference on Information Systems 2018: Digital Disruption, AMCIS 2018 ; Conference date: 16-08-2018 Through 18-08-2018",
year = "2018",
language = "English (US)",
isbn = "9780996683166",
series = "Americas Conference on Information Systems 2018: Digital Disruption, AMCIS 2018",
publisher = "Association for Information Systems",
booktitle = "Americas Conference on Information Systems 2018",
address = "United States",
}