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Palmquist, A., Barbopoulos, I. & Helmefalk, M. (2023). AUTOMATON: A Gamification Machine Learning Project. In: John Wang (Ed.), Encyclopedia of Data Science and Machine Learning: (pp. 3090-3101). IGI Global
Open this publication in new window or tab >>AUTOMATON: A Gamification Machine Learning Project
2023 (English)In: Encyclopedia of Data Science and Machine Learning / [ed] John Wang, IGI Global, 2023, p. 3090-3101Chapter in book (Refereed)
Abstract [en]

This article displays a design ethnographic case study on an ongoing machine learning project at a Scandinavian gamification start-up company. From late 2020 until early 2021, the project produced a machine learning proof of concept, later implemented in the gamification start-up´s application programming interface to offer smart gamification. The initial results show promise in using prediction models to automate the cluster model selection affording more functional, autonomous, and scalable user segments that are faster to implement. The finding provides opportunities for gamification (e.g., in learning analytics and health informatics). An identified challenge was performance; the neural networks required hyperparameter fine-tuning, which is time-consuming and limits scalability. Interesting further investigations should consider the neural network fine-tuning process, but also attempt to verify the effectiveness of the cluster models selection compared with a control group.

Place, publisher, year, edition, pages
IGI Global, 2023
National Category
Human Computer Interaction
Identifiers
urn:nbn:se:lnu:diva-119634 (URN)10.4018/978-1-7998-9220-5.ch185 (DOI)9781799892205 (ISBN)1799892204 (ISBN)9781799892212 (ISBN)
Note

Bidrag till encyklopedi

Available from: 2023-03-03 Created: 2023-03-03 Last updated: 2023-09-22Bibliographically approved
Sell, A., Jeansson, J., Helmefalk, M., Allmér, H. & Marcusson, L. (2023). Conceptualizing information systems as biological ecosystems - a ”new” vocabulary for speaking of information systems. In: Andreja Pucihar;Mirjana Kljajić Borštnar;Roger Bons;Guido Ongena;Marikka Heikkilä;Doroteja Vidmar (Ed.), 36th Bled eConference – Digital Economy and Society: The Balancing Act for Digital Innovation in Times of Instability: June 25 – 28, 2023, Bled, Slovenia, Conference Proceedings. Paper presented at 36th Bled eConference, Bled, Slovenia, June 25-28, 2023 (pp. 647-662). University of Maribor Press
Open this publication in new window or tab >>Conceptualizing information systems as biological ecosystems - a ”new” vocabulary for speaking of information systems
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2023 (English)In: 36th Bled eConference – Digital Economy and Society: The Balancing Act for Digital Innovation in Times of Instability: June 25 – 28, 2023, Bled, Slovenia, Conference Proceedings / [ed] Andreja Pucihar;Mirjana Kljajić Borštnar;Roger Bons;Guido Ongena;Marikka Heikkilä;Doroteja Vidmar, University of Maribor Press , 2023, p. 647-662Conference paper, Published paper (Refereed)
Abstract [en]

Biological ecosystems and related concepts are well known and have been used for a long time, also outside of the ecology context. In this conceptual paper, we explore the use of biological ecosystem concepts as a new lens to understand and analyze information systems.  We propose that applying a frame of reference from a different discipline enriches information systems analysis in several ways, firstly through broadening the perspective of information systems, secondly by offering connections to phenomena and areas that were previously outside of the scope of the information system, and lastly through offering a new viewpoint on actors, roles and functions within an information system. Further research is needed to deepen our understanding of the information system ecosystem and apply this approach to other business activities.

Place, publisher, year, edition, pages
University of Maribor Press, 2023
Keywords
Biological ecosystem, Ecosystem, Information system, Information system ecosystem, Socio-technical system.
National Category
Information Systems
Research subject
Computer and Information Sciences Computer Science, Information Systems
Identifiers
urn:nbn:se:lnu:diva-123853 (URN)9789612867515 (ISBN)
Conference
36th Bled eConference, Bled, Slovenia, June 25-28, 2023
Available from: 2023-08-22 Created: 2023-08-22 Last updated: 2023-09-28Bibliographically approved
McCauley, B., Ehlers, A., Kopanidis, F. & Helmefalk, M. (2023). From Digital Subcultures to Destination Tourism: Profiling Attendees at Multi Genre Festivals. In: Tung X. Bui (Ed.), Proceedings of the Annual Hawaii International Conference on System Sciences: . Paper presented at 56th Annual Hawaii International Conference on System Sciences, HICSS 2023, Virtual, Online, 3-6 January 2023 (pp. 3974-3983). Honolulu: HICSS Conference Office
Open this publication in new window or tab >>From Digital Subcultures to Destination Tourism: Profiling Attendees at Multi Genre Festivals
2023 (English)In: Proceedings of the Annual Hawaii International Conference on System Sciences / [ed] Tung X. Bui, Honolulu: HICSS Conference Office , 2023, p. 3974-3983Conference paper, Published paper (Refereed)
Abstract [en]

The rise and connectivity of digital subcultures are increasingly influencing destination tourism. This study provides an understanding of a multi genre festival within the wider context of popular ‘geek’ culture and its increasing role in events and destination tourism. Through profiling the characteristics and experiences of visitors attending Nordsken, an annual festival in Northern Sweden, we profile segments and provide insights on attendees. Based on a survey of festival visitors, this study revealed five distinct clusters (Digital Gamer, Enthusiastic Nerd, Analogue Fan, Spectator & Follower and Creative Player) based on interests and activities. Experiences of the event were relatively similar for all clusters indicating that multi genre festivals can create memorable experiences for a broad audience with a variety of interests rooted in digital cultures. Through understanding and developing target audiences, regions can leverage multi genre festivals as platforms to enhance regional digitalization.  

Place, publisher, year, edition, pages
Honolulu: HICSS Conference Office, 2023
Series
Proceedings of the Annual Hawaii International Conference on System Sciences, E-ISSN 2572-6862
Keywords
destination tourism, events, geek culture, video games, festivals
National Category
Business Administration
Research subject
Tourism
Identifiers
urn:nbn:se:lnu:diva-119639 (URN)2-s2.0-85152135743 (Scopus ID)9780998133164 (ISBN)
Conference
56th Annual Hawaii International Conference on System Sciences, HICSS 2023, Virtual, Online, 3-6 January 2023
Available from: 2023-03-03 Created: 2023-03-03 Last updated: 2023-08-16Bibliographically approved
Helmefalk, M., Palmquist, A. & Rosenlund, J. (2023). Understanding the mechanisms of household and stakeholder engagement in a recycling ecosystem: The SDL perspective. Waste Management, 160, 1-11
Open this publication in new window or tab >>Understanding the mechanisms of household and stakeholder engagement in a recycling ecosystem: The SDL perspective
2023 (English)In: Waste Management, ISSN 0956-053X, E-ISSN 1879-2456, Vol. 160, p. 1-11Article in journal (Refereed) Published
Abstract [en]

For a recycling system to work, both stakeholders and households need to feel engaged in the process. When studying engagement in the context of recycling, it is clear that a broader view is necessary to understand the opportunities and limitations that exist among stakeholders and users. Service dominant logic is undertaken to shed new light on how stakeholders, with the household as a focal point, engage with each other in the service ecosystem. Thematic network analysis was employed using interviews with households, stakeholders, as well as workshops in a project about recycling. The analysis reveals four mechanisms (channeling information, managing different resources, understanding impact, and dynamic and time-related engagement). There are several goals and values present when stakeholders and households engage with each other. When values of different actors align, it provides a solid basis for collaboration. Engagement was also found to be time-related and linked to calculated or perceived future effects, but also required to be maintained with the integration of different resources (e.g. money, space, time, cognitive, emotional, bodily energy). In the short-term perspective, utilitarian (functional) values such as the function of the recycling house emerged essential, while the long-term perspectives included feelings about the environment or one’s own contribution. Implications for waste management include the importance of recognizing the relation between, and the involvement of stakeholders and households, as well as understanding how these interact to optimize recycling systems.

Place, publisher, year, edition, pages
Elsevier, 2023
Keywords
Households, Engagement, SDL, Service ecosystems, Stakeholders, Recycling, Waste management
National Category
Environmental Sciences Economics and Business
Research subject
Economy, Marketing; Natural Science, Environmental Science
Identifiers
urn:nbn:se:lnu:diva-119228 (URN)10.1016/j.wasman.2023.01.030 (DOI)000944451800001 ()2-s2.0-85147604176 (Scopus ID)
Projects
Samverkan för ett spelifierat miljöhus
Funder
The Kamprad Family Foundation, 20200017
Available from: 2023-02-09 Created: 2023-02-09 Last updated: 2023-04-20Bibliographically approved
Berndt, A., Helmefalk, M. & McCauley, B. (2022). Building destination identity through esports events: The case of Jönköping, the ‘City of DreamHack’. In: Presented at the 5th Advances in Destination Management, Kalmar, Sweden, June 8-10, 2022: . Paper presented at 5th Advances in Destination Management, Kalmar, Sweden, June 8-10, 2022.
Open this publication in new window or tab >>Building destination identity through esports events: The case of Jönköping, the ‘City of DreamHack’
2022 (English)In: Presented at the 5th Advances in Destination Management, Kalmar, Sweden, June 8-10, 2022, 2022Conference paper, Oral presentation only (Refereed)
Abstract [en]

Increasingly popular esports events can be used to brand a destination. Esports events involve diverse stakeholders (e.g., local authorities and media), and understanding their role in esports events is necessary. Hence, the purpose of the paper is to uncover the role of these stakeholders in esports events, based on interviews conducted with these stakeholders. DreamHack, a hallmark esports event held in the city of Jönköping, Sweden, serves as the focus of this study. The importance of DreamHack to Jönköping is acknowledged due to its city connection, highlighting the need to leverage the event further both physically and digitally. 

Keywords
esports, DreamHack, stakeholders, audience, local tourism, esports events, tourism marketing
National Category
Business Administration
Research subject
Economy, Marketing
Identifiers
urn:nbn:se:lnu:diva-114667 (URN)
Conference
5th Advances in Destination Management, Kalmar, Sweden, June 8-10, 2022
Available from: 2022-06-22 Created: 2022-06-22 Last updated: 2023-10-27Bibliographically approved
Eklund, A. & Helmefalk, M. (2022). Congruency or incongruency: a theoretical framework and opportunities for future research avenues. Journal of Product & Brand Management, 31(4), 606-621
Open this publication in new window or tab >>Congruency or incongruency: a theoretical framework and opportunities for future research avenues
2022 (English)In: Journal of Product & Brand Management, ISSN 1061-0421, Vol. 31, no 4, p. 606-621Article in journal (Refereed) Published
Abstract [en]

Purpose

The purpose of this paper is to conceptualise and provide a future research agenda for (in)congruence regarding cues between products, brands and atmospheres.

Design/methodology/approach

A semi-systematic literature review was conducted. The aim was to assess, critique and synthesise (in)congruence, which was found in the literature to be dispersed and interdisciplinary, and to propose a theoretical framework in the marketing domain.

Findings

Firstly, the review reveals that sensory and semantic cues are interrelated in products, brands and atmospheres. It illustrates that these cues are the foundation for (in)congruence. Secondly, the findings show various theoretical foundations for (in)congruence. These explain where and how congruence occurs. Lastly, a theoretical framework for (in)congruence and a future research agenda were developed to stimulate further research.

Research limitations/implications

A theoretical framework was developed to enrich the theoretical knowledge and understanding of (in)congruence in the marketing domain.

Practical implications

The review reveals that products, brands and atmospheres have spillover effects. Managers are advised to understand the semantic meaning carried by cues to foster various outcomes, to estimate the trade-offs when modifying (in)congruent cues for products, brands and atmospheres.

Originality/value

The developed theoretical framework advances and deepens the knowledge of (in)congruence in the marketing domain by moving beyond the match and fit between two entities and by revealing the underlying mechanism and its outcomes.

Place, publisher, year, edition, pages
Emerald Group Publishing Limited, 2022
Keywords
Expectancy, Brand, Product, Semantic cues, Sensory cues, Atmosphere, (Dis)confirmation, (In)congruence, Semi-systematic literature review
National Category
Business Administration
Research subject
Economy, Marketing
Identifiers
urn:nbn:se:lnu:diva-106703 (URN)10.1108/JPBM-03-2020-2795 (DOI)000680425000001 ()2-s2.0-85111507797 (Scopus ID)2021 (Local ID)2021 (Archive number)2021 (OAI)
Available from: 2021-09-02 Created: 2021-09-02 Last updated: 2022-04-26Bibliographically approved
Palmquist, A., Goethe, O., Krath, J., Rosenlund, J. & Helmefalk, M. (2022). Design Implications for a Gamified Recycling House. In: Xiaowen Fang (Ed.), HCI in Games: 4th International Conference, HCI-Games 2022, Held as Part of the 24th HCI International Conference, HCII 2022, Virtual Event, June 26–July 1, 2022, Proceedings (pp. 289-305). Cham: Springer
Open this publication in new window or tab >>Design Implications for a Gamified Recycling House
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2022 (English)In: HCI in Games: 4th International Conference, HCI-Games 2022, Held as Part of the 24th HCI International Conference, HCII 2022, Virtual Event, June 26–July 1, 2022, Proceedings / [ed] Xiaowen Fang, Cham: Springer, 2022, p. 289-305Chapter in book (Refereed)
Abstract [en]

This paper encircles explorative design research in a multiple stakeholder triple helix project concerning circular economy and household recycling. Design ethnography was employed to find implications for outlining a gamification artifact that would facilitate recycling behaviors. We collected our data during 27 weeks by attending two field sites: Site A, project stakeholder meetings and a participatory design workshop, and Site B, semistructured interviews in the household stakeholders’ residences. Our thematic analysis of the sites’ collected ethnographic record extrapolated two specific categories: Stakeholder requirements and Gamification ruleset, together enfolding five key-themes and various sub-themes that could be used to inform the design of a gamification artifact aimed at recycling. Also, based on our research, we propose two research propositions regarding storytelling and understanding for further gamification design researchers to investigate.

Place, publisher, year, edition, pages
Cham: Springer, 2022
Series
Lecture Notes in Computer Science, ISSN 0302-9743, E-ISSN 1611-3349 ; 13334
Keywords
gamification, design ethnography, informing design, recycling, circular economy, participatory design, thematic analysis, interviews, stakeholder
National Category
Human Computer Interaction Environmental Sciences
Research subject
Natural Science, Environmental Science; Computer and Information Sciences Computer Science
Identifiers
urn:nbn:se:lnu:diva-114291 (URN)10.1007/978-3-031-05637-6_18 (DOI)000876927900018 ()2-s2.0-85133012236 (Scopus ID)9783031056369 (ISBN)9783031056376 (ISBN)
Available from: 2022-06-17 Created: 2022-06-17 Last updated: 2023-01-03Bibliographically approved
Krath, J., Palmquist, A., Jedel, I., Barbopoulos, I., Helmefalk, M. & Isfold Munkvold, R. (2022). Does behaviour match user typologies? An exploratory cluster analysis of behavioural data from a gamified fitness platform. In: Bujic M., Koivisto J., Hamari J. (Ed.), CEUR Workshop Proceedings, Volume 3147: . Paper presented at 6th International GamiFIN Conference 2022 (GamiFIN 2022), April 26-29, 2022, Finland (pp. 105-114). Technical University of Aachen
Open this publication in new window or tab >>Does behaviour match user typologies? An exploratory cluster analysis of behavioural data from a gamified fitness platform
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2022 (English)In: CEUR Workshop Proceedings, Volume 3147 / [ed] Bujic M., Koivisto J., Hamari J., Technical University of Aachen , 2022, p. 105-114Conference paper, Published paper (Refereed)
Abstract [en]

A promising solution to increase user engagement in gamified applications is tailored gamification design. However, current personalisation relies primarily on user types identified through self-reporting rather than actual behaviour. As a novel approach, the present study used an exploratory machine learning analysis to identify seven clusters of users in a gamified fitness application based on their behavioural data (N = 19,576). The clusters were then conceptually compared to common user typologies in gamification, identifying possible relationships between behavioural user clusters and user types motivated by achievement, sociability, and extrinsic incentives. The findings shed light on nuanced behaviour patterns of user types in the fitness context and how knowing these patterns can inform the way in which tailored gamification could be implemented to meet the needs of specific types. Thereby, they contribute to the discussion on utilising behavioural data and user typologies for tailored gamification design. 

Place, publisher, year, edition, pages
Technical University of Aachen, 2022
Series
CEUR Workshop Proceedings, E-ISSN 1613-0073 ; 3147
Keywords
Cluster analysis, user types, tailored gamification design, personalisation, fitness, exploratory machine learning, k-means clustering
National Category
Human Computer Interaction
Research subject
Economy, Marketing
Identifiers
urn:nbn:se:lnu:diva-119635 (URN)2-s2.0-85132253142 (Scopus ID)
Conference
6th International GamiFIN Conference 2022 (GamiFIN 2022), April 26-29, 2022, Finland
Available from: 2023-03-03 Created: 2023-03-03 Last updated: 2023-06-22Bibliographically approved
Eklund, A. & Helmefalk, M. (2022). Marknadsföring för alla sinnen (1ed.). Lund: Studentlitteratur AB
Open this publication in new window or tab >>Marknadsföring för alla sinnen
2022 (Swedish)Book (Other academic)
Abstract [sv]

I den här boken beskrivs sinnesmarknadsföring, digitalisering och nya tekniska lösningar för produkter, varumärken och servicemiljöer, i fysiska såväl som digitala sammanhang. Författarna diskuterar även etik och moral samt framtida trender, såsom artificiell intelligens, ur ett sinnesmarknadsföringsperspektiv.

Känner du hur information och budskap av alla de slag kryper allt närmare? In under skinnet och upp i ansiktet utan att vi kan värja oss? I takt med digitaliseringens framfart förändras marknadsföringen av produkter, varumärken och servicemiljöer. De mänskliga sinnenas roll att samla in och tolka information kompletteras alltmer av teknik när vi konsumerar varor och tjänster. För varje dag som går tillkommer ny teknik i vår vardag, nya sensorer som kommer allt närmare våra fysiska kroppar, och vi blir alltmer uppkopplade, på gott och ont.

Tanken med boken är att föra samman två etablerade områden – mänskliga sinnen och digitala tekniker – ur ett marknadsföringsperspektiv. Studenter och praktiker placerar sig allt oftare och mer medvetet i spänningsfältet mellan sinnena och det digitala. Denna skärningspunkt är inte alltid enkel att fånga, men när det lyckas är det värt besväret!

Place, publisher, year, edition, pages
Lund: Studentlitteratur AB, 2022. p. 223 Edition: 1
Keywords
Digitalisering, Marknadsföring, Produkter, Sinnesmarknadsföring, Teknik, Sensorer, Servicemiljö, Sinnen, Varumärken
National Category
Business Administration
Research subject
Economy, Marketing
Identifiers
urn:nbn:se:lnu:diva-117625 (URN)9789144137247 (ISBN)
Available from: 2023-02-13 Created: 2023-02-13 Last updated: 2023-05-09Bibliographically approved
Helmefalk, M. & Rosenlund, J. (2020). Hedonic recycling: using gamification and sensory stimuli to enhance the recycling experience. EAI Endorsed Transactions on Serious Games (18), 1-12, Article ID e3.
Open this publication in new window or tab >>Hedonic recycling: using gamification and sensory stimuli to enhance the recycling experience
2020 (English)In: EAI Endorsed Transactions on Serious Games, ISSN 2034-8800 , no 18, p. 1-12, article id e3Article in journal (Refereed) Published
Abstract [en]

INTRODUCTION: Recycling is not commonly perceived as hedonic, fun or experiential. While previous studies haveemphasised the importance of functional attributes and solutions for improving waste recycling in bins, the potential forrecycling as an experience has not been explored thoroughly.

OBJECTIVES: This study employs the perspective of gamification, environmental psychology and sensory marketing toprovide new perspectives on hedonic recycling.

METHODS: A focus group design was used to explore how experiential cues may influence cognition, emotion andbehaviour when recycling waste in bins. Four focus group discussions were employed and analysed thematically.

RESULTS: Findings show that while utilitarian attributes were most critical for participants, there are solutions that can beexperientially modified to not disturb the waste separation process. These modifications include digital feedback andinformation of one’s impact on the environment. Other sensory and gamified modifications were discussed with theirpotential effects on emotion and behaviour in mind.

CONCLUSION: A new conceptual framework was developed, which combined mechanics from gamification and sensorycues as experiential cues. This framework was used to explore various different responses. The model indicates potentialrelationships between recycling and experiential cues that can be empirically investigated.

Place, publisher, year, edition, pages
European Alliance for Innovation (EAI), 2020
Keywords
Bin, Emotion, Experience, Gamification, Hedonic, Recycling, Sensory, Waste
National Category
Business Administration
Research subject
Economy, Business administration; Natural Science, Environmental Science
Identifiers
urn:nbn:se:lnu:diva-94227 (URN)10.4108/eai.13-7-2018.164262 (DOI)2020 (Local ID)2020 (Archive number)2020 (OAI)
Available from: 2020-05-08 Created: 2020-05-08 Last updated: 2022-02-08Bibliographically approved
Organisations
Identifiers
ORCID iD: ORCID iD iconorcid.org/0000-0003-2924-2874

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