Speaker: Dr. Manuel Schmidt-Kraepelin, Technical University of Munich (TUM)
Date & Time: Wednesday, 22 April 2026, from 10:00 to 11:30 AM (Beijing Time)
Location: Tongji Building A2101
ABSTRACT
Gamification has become an important phenomenon in information systems (IS). While early research focused on elements of structural gamification like points, badges, and leaderboards, game design elements that focus on immersion, such as narratives, are attracting attention as well. Yet, IS scholars have understood the concept of narratives within or outside of gamified IS in many different, sometimes contradictory ways. To advance scholarly engagement, this study recontextualizes the concept of narratives for gamified IS based on ideas from various fields including literary studies, video game design, and psychology. We identify and conceptualize three distinct but interrelated ontological perspectives: narrative object, narrative product, and narrative act. Grounded in narrative transportation theory and task-technology fit, we use the narrative act perspective to theorize about the influences of narratives on meaningful engagement as the dual-outcome purpose of gamified IS. Our initial theory is complemented by discussions about the underlying ontological assumptions of each perspective and how IS researchers can embrace them to engage in further research. Our findings contribute to a more comprehensive understanding of narratives in gamified IS beyond traditional game design elements. This work serves as a cornerstone for further scholarly inquiries on the behavioral effects of narratives and how to meaningfully design them for gamified IS.
Keywords: Gamification, Narratives, Meaningful Engagement, Gamified Information Systems, Narratology

