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Featured researches published by Kerri-Ann Kuhn.


Internet Interventions | 2016

Gamification for health and wellbeing: A systematic review of the literature

D. Johnson; Sebastian Deterding; Kerri-Ann Kuhn; Aleksandra Staneva; Stoyan Stoyanov; Leanne Hides

Background Compared to traditional persuasive technology and health games, gamification is posited to offer several advantages for motivating behaviour change for health and well-being, and increasingly used. Yet little is known about its effectiveness. Aims We aimed to assess the amount and quality of empirical support for the advantages and effectiveness of gamification applied to health and well-being. Methods We identified seven potential advantages of gamification from existing research and conducted a systematic literature review of empirical studies on gamification for health and well-being, assessing quality of evidence, effect type, and application domain. Results We identified 19 papers that report empirical evidence on the effect of gamification on health and well-being. 59% reported positive, 41% mixed effects, with mostly moderate or lower quality of evidence provided. Results were clear for health-related behaviours, but mixed for cognitive outcomes. Conclusions The current state of evidence supports that gamification can have a positive impact in health and wellbeing, particularly for health behaviours. However several studies report mixed or neutral effect. Findings need to be interpreted with caution due to the relatively small number of studies and methodological limitations of many studies (e.g., a lack of comparison of gamified interventions to non-gamified versions of the intervention).


Journal of Promotion Management | 2010

Examining the Covert Nature of Product Placement: Implications for Public Policy

Kerri-Ann Kuhn; Margee Hume; Anita Brody Love

As consumers become better educated and more skeptical of traditional advertising, alternate forms of marketing communication have emerged that aim to influence audiences unobtrusively. One such example is product placement. Product placement has attracted ongoing debate as to whether it is covert, unethical, and influences consumption. The current article examines the nature and practice of product placement in this light. This taxonomy of product placement attributes is based on current marketing practice and examines whether this is, indeed, a covert marketing strategy. Further, it presents a conceptualization of the influence of product placement on consumer welfare. We highlight that the many forms of product placement necessitate independent evaluation to determine ethical and regulatory standards. Operational solutions for developing public policy are offered.


Journal of Marketing Education | 2010

Engaging Marketing Students: Student Operated Businesses in a Simulated World

Rebekah Russell-Bennett; Sharyn Rundle-Thiele; Kerri-Ann Kuhn

Engaged students are committed and more likely to continue their university studies. Subsequently, they are less resource intensive from a university’s perspective. This article details an experiential second-year marketing course that requires students to develop real products and services to sell on two organized market days. In the course, students participate as both consumers and marketers in a simulated world. The current article explores the effectiveness of this experiential assessment in terms of its ability to engage students. Comparing student engagement to a traditional lecture course and National Survey of Student Engagement benchmarks, the results suggest that the use of a simulated marketplace is capable of engaging students. Specifically, the assessment reported encourages more active learning and collaboration, is more academically challenging, and permits more student—faculty interaction than a traditional lecture-based course. The course structure outlined in this article permits the dynamics of a live marketing environment to be introduced into the classroom. The authors provide practical advice for educators seeking to design and implement engaging pedagogy.


Archive | 2009

Digital sport for performance enhancement and competitive evolution : intelligent gaming technologies

Nigel Kenneth Pope; Kerri-Ann Kuhn; John Forster

Computer supported collaborative sports Digital sport Intelligent gaming technologies Measuring human movement Merging gaming with sports Monitoring human player activity Performance enhancement Quantitative assessment of physical activity Simulation of general human and humanoid motion Training and participation applications Video-based motion Video games for physical performance


Archive | 2015

Challenging First year Marketing Students Using a Tournament Style Competition

Sharyn Rundle-Thiele; Kerri-Ann Kuhn

Courses that involve students in challenging, authentic tasks linking students to their peers and educators are associated with high levels of engagement. This paper presents a teaching innovation that was designed to promote student engagement. Currently in its third offering, the ‘Get Marketer Challenge’ is an authentic assessment task; requiring Introduction to Marketing student teams to solve a real-world marketing problem as part of a course-wide competition that is sponsored by industry partners. Educators continue to be surprised by the consistency and high level of effort expended by student teams. Students report the Get Marketer Challenge is an enjoyable assessment task that helped them to understand the many challenges faced by marketers. This innovation would be suitable for any marketing course that is offered where the student cohort has little work experience. The design accommodates a large number of students with a ‘knock-out’ style competition that reduces the number of teams.


European Journal of Marketing | 2016

Individual difference factors related to anthropomorphic tendency

Kate Letheren; Kerri-Ann Kuhn; Ian Lings; Nigel Kenneth Pope

Purpose This paper aims to addresses an important gap in anthropomorphism research by examining the individual-level factors that correlate with anthropomorphic tendency. Design/methodology/approach The extant psychology, marketing and consumer psychology literature is reviewed, and eight hypotheses devised. Data from 509 online survey respondents are analysed to identify individual characteristics associated with anthropomorphic tendency. Findings The results reveal that anthropomorphic tendency varies by individual and is significantly related to personality, age, relationship status, personal connection to animals and experiential thinking. Research limitations/implications This paper extends on recent research into the individual nature of anthropomorphic tendency, once thought to be a universal trait. Given that this paper is the first of its kind, testing of further traits is merited. It is suggested that future research further examine personality, as well as other elements of individual difference, and test the role of anthropomorphic tendency in the development of processing abilities with age. Practical implications Findings show that anthropomorphic tendency may prove to be a key variable in the segmentation of markets and the design of marketing communications, and that younger, single, more creative, conscientious consumers are an appropriate target for anthropomorphic messages. The importance of personal connection to animals, as well as experiential thinking, is also highlighted. Originality/value Given the importance of anthropomorphic tendency for the processing of messages involving non-human endorsers, as well as the formation of relevant attitudes and behaviours, this paper fulfils an identified need to further understand the characteristics of those high on this tendency.


Journal of Service Theory and Practice | 2018

Designing gamified transformative and social marketing services: An investigation of serious m-games

Rory Mulcahy; Rebekah Russell-Bennett; Nadia Zainuddin; Kerri-Ann Kuhn

Purpose The purpose of this paper is twofold: first, to extend transformative service and social marketing practitioners’ and academics’ understanding of how gamification and serious m-games are designed, and second, to model the effects of game design elements on key transformative service and social marketing outcomes, satisfaction, knowledge, and behavioural intentions. Design/methodology/approach The research adopted a two-study, mixed-method research design, encompassing focus groups (n=21) and online surveys (n=497), using four current marketplace serious m-games. Study 1 was qualitative and the data were analysed in two cycles using an inductive and deductive approach. Study 2 was quantitative and the data were analysed using PLS-SEM. Findings The qualitative results of Study 1 discovered a framework of five game design elements for serious m-games. In Study 2, a conceptual model and hypothesised relationships were tested at a full sample level and by each serious m-game. Results show different significant relationships for each serious m-game and moderate to high levels of explanation for satisfaction and knowledge, and low to high levels of explained variance for behavioural intentions. The findings are therefore not only robust across four different serious m-games, but also demonstrate the nuances of the relationships. Originality/value This research contributes to two service research priorities: leveraging technology to advance services, and improving well-being through transformative services. This research demonstrates that gamification through serious m-games is one form of technology that can be designed to create a satisfying and knowledge-creating service experience, which can also influence intentions to perform health and well-being behaviours.


QUT Business School; Faculty of Education; School of Advertising, Marketing & Public Relations | 2016

I’m Friends with Louie the Fly, not Mortein: Conceptualising the New Brand Relationships on Social Media

Kate Letheren; Kerri-Ann Kuhn

Spokes-characters are ’…animated beings or objects, created to promote a product, service or idea’ (Phillips 1996, p.155). They were first used in the late 1800s when they emerged as registered trademarks, but the use of spokes-characters for marketing communications has since grown, owing to their ability to remind consumers about a product, transfer positive associations to a brand, and give a corporate company a more ’personal’ face (Callcott and Lee 1995). One example is the Michelin Man, who has served as spokes-character for Michelin tyres since 1898, after starting out in print advertising.


QUT Business School | 2015

Promoting student learning with online videos : a research agenda

Kerri-Ann Kuhn; Rebekah Russell-Bennett; Sharyn Rundle-Thiele

Gen Y students are digital natives (Prensky 2001) who learn in complex and diverse ways, with a variety of learning styles apparent in any given course. This paper proposes a web 2.0 conceptual learning solution—online student videos—to respond to different learning styles that exist in the classroom. This research is supported by a QUT Faculty of Business Teaching and Learning Grant.


australasian computer-human interaction conference | 2012

Please take out your phones: on the spot solicitation of student feedback in class

Marcus Foth; Zachary Fitz-Walter; Jimmy Ti; Rebekah Russell-Bennett; Kerri-Ann Kuhn

The use of mobile devices such as smart phones and tablets in classrooms has been met with mixed sentiments. Some instructors and teachers see them as a distraction and regularly ban their usage. Others who see their potential to enhance learning have started to explore ways to integrate them into their teaching in an attempt to improve student engagement. In this paper we report on a pilot study that forms part of a university-wide project reconceptualising its approach to the student evaluation of learning and teaching. In a progressive decision to embrace mobile technology, the university decided to trial a smart phone app designed for students to check-in to class and leave feedback on the spot. Our preliminary findings from trialling the app indicate that the application establishes a more immediate feedback loop between students and teachers. However, the apps impact depends on how feedback is shared with students and how the teaching team responds.

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Rebekah Russell-Bennett

Queensland University of Technology

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Rory Mulcahy

Queensland University of Technology

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Kate Letheren

Queensland University of Technology

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D. Johnson

Queensland University of Technology

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Ellen Louise Bloxsome

Queensland University of Technology

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