Gamifying Everyday Activities using Mobile Sensing
Autor: | Dian Tjondronegoro, Peta Wyeth, Zachary Fitz-Walter |
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Rok vydání: | 2013 |
Předmět: |
190202 Computer Gaming and Animation
business.industry Computer science Everyday activities Gameful Design Human Computer Interaction Smartphone application Gamification User Experience 080602 Computer-Human Interaction Game design Framing (social sciences) User experience design Human–computer interaction Mobile technology Mobile sensing Games business |
Zdroj: | Tools for Mobile Multimedia Programming and Development |
Popis: | The addition of game design elements to non-game contexts has become known as gamification. Previous research has suggested that framing tedious and non-motivating tasks as game-like can make them enjoyable and motivating (e.g., de Oliveira, et al., 2010; Fujiki, et al., 2007; Chiu, et al., 2009). Smartphone applications lend themselves to being gamified as the underlying mobile technology has the ability to sense user activities and their surrounding environment. These sensed activities can be used to implement and enforce game-like rules based around many physical activities (e.g., exercise, travel, or eating). If researchers wish to investigate this area, they first need an existing gamified application to study. However if an appropriate application does not exist then the researcher may need to create their own gamified prototype to study. Unfortunately, there is little previous research that details or explains the design and integration of game elements to non-game mobile applications. This chapter explores this gap and shares a framework that was used to add videogame-like achievements to an orientation mobile application developed for new university students. The framework proved useful and initial results are discussed from two studies. However, further development of the framework is needed, including further consideration of what makes an effective gamified experience. |
Databáze: | OpenAIRE |
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