Nothing Special   »   [go: up one dir, main page]

skip to main content
10.1145/3148456.3148480acmotherconferencesArticle/Chapter ViewAbstractPublication PagesihcConference Proceedingsconference-collections
research-article

An environment to support the design, implementation and evaluation of gamification in social systems

Published: 03 November 2015 Publication History

Abstract

Gamification has become a popular strategy to increase the engagement and participation of users in social systems. Despite the popularity that now reigns, we identified that gamification can not be treated simply as award points and provide badgets for users. Care must be taken, since the choice of the game mechanics must consider the profile of the user as a player. If such considerations are not made properly, the desired goals by the developer cannot be obtained. In other words, one needs to understand the relationship between the developer's goals, the game mechanics and the profile of users (players). The lack of computational tools to support the developer to consider how these three aspects relate to and impact, led us to propose GameWork. It is a Service-oriented Architecture to support gamification in general, especially to help monitoring the system and the players behaviors with respect to the incentives provided. This article describes GameWork and an example of its implementation in a commercial social network.

References

[1]
Zichermann, G.; Linder, J. The Gamification Revolution: How Leaders Leverage Game Mechanics to Crush the Competition. Tradução. {s.l.} McGraw-Hill, 2013
[2]
Norman, D. A. The invisible computer. Tradução, {s.l.} The MIT Press, 1999
[3]
Nakamura, J.; Csikszentmihalyi, M. Flow theory and research. In: Snyder, C. R.; López, S. J. (Eds.). Oxford Handbook of Positive Psychology. Tradução. 2. ed. {s.l.} Oxford University Press, USA, 2009
[4]
Chiu, C. M., Hsu, M. H., & Wang, E. T. 2006. Understanding knowledge sharing in virtual communities: An integration of social capital and social cognitive theories. Decision support systems, 42(3), 1872-1888.
[5]
Hsu, M. H., Ju, T. L., Yen, C. H., & Chang, C. M. 2007. Knowledge sharing behavior in virtual communities: The relationship between trust, self-efficacy, and outcome expectations. International journal of human-computer studies, 65(2), 153-169.
[6]
Deterding, S., Sicart, M., Nacke, L., O'Hara, K., & Dixon, D. (2011, May). Gamification. using game-design elements in non-gaming contexts. In CHI'11 Extended Abstracts on Human Factors in Computing Systems (pp. 2425--2428). ACM.
[7]
Zichermann, G.; Cunningham, C. Gamificação by Design - Implementing Game Mechanics in Web and Mobile Apps. 1. ed. Sebastopol: O'Reilly Media, v. 1, 2011
[8]
Xu, Y. 2011. Literature review on web application gamification and analytics. Honolulu, HI, 11-05. from http://csdl.ics.hawaii.edu/techreports/11-05/11-05.pdf
[9]
Bartle, R. 1996. Hearts, clubs, diamonds, spades: Players who suit MUDs. Journal of MUD research, 7(1), 19. from http://www.mud.co.uk/richard/hcds.htm
[10]
Fielding, R. T. 2000. Architectural styles and the design of network-based software architectures (Doctoral dissertation, University of California, Irvine).
[11]
Pruitt, J., & Adlin, T. 2010. The persona lifecycle: keeping people in mind throughout product design. Morgan Kaufmann.
[12]
Alencar, T. S., & de Almeida Neris, V. P. 2013. Sistemas Ubíquos para Todos: conhecendo e mapeando os diferentes perfis de interação. In Proceedings of the 12th Brazilian Symposium on Human Factors in Computing Systems (pp. 178--187). Brazilian Computer Society.
[13]
Dourish, P. 2004. What we talk about when we talk about context. Personal and ubiquitous computing, 8(1), 19-30.
[14]
Mendes, M. S., Furtado, E., & Castro, M. F. 2013. Uma investigação no apoio da avaliação da usabilidade em Sistemas Sociais usando Processamento da Linguagem Natural. In Proceedings of the 9th Brazilian Symposium in Information and Human Language Technology (pp. 220--224).
[15]
Hedegaard, S., & Simonsen, J. G. 2013. Extracting usability and user experience information from online user reviews. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (pp. 2089--2098). ACM.
[16]
Kronbauer, A. H., & Santos, C. A. S. 2014. Revelando problemas de usabilidade em aplicações para dispositivos móveis através da mineração de dados. In Proceedings of the 13th Brazilian Symposium on Human Factors in Computing Systems (pp. 110--119). Sociedade Brasileira de Computação.
[17]
Fogg B.J. Persuasive Technology. Morgan Kaufmann. 2003.
[18]
Hamari, J., & Koivisto, J. 2013. Social Motivations To Use Gamification: An Empirical Study Of Gamifying Exercise. In ECIS (p. 105).
[19]
Pereira, R., Baranauskas, M. C. C., & da Silva, S. R. P. 2010. Softwares sociais: uma visão orientada a valores. In Proceedings of the IX Symposium on Human Factors in Computing Systems (pp. 149--158). Brazilian Computer Society.
[20]
Hamari, J. 2015. Do badges increase user activity? A field experiment on the effects of gamification. Computers in Human Behavior.
[21]
Heylighen, F., Kostov, I., & Kiemen, M. 2013. Mobilization Systems: technologies for motivating and coordinating human action. The New Development Paradigm: Education, Knowledge Economy and Digital Futures. Routledge. from http://pcp.vub.ac.be/Papers/MobilizationSystems.pdf
[22]
Bunch I., Gamification 101: An Introduction to the Use of Game Dynamics to Influence Behavior. White paper. October. 2010.
[23]
Pinelle, D., Wong, N., Stach, T., & Gutwin, C. 2009. Usability heuristics for networked multiplayer games. In Proceedings of the ACM 2009 international conference on Supporting group work (pp. 169--178). ACM.

Recommendations

Comments

Please enable JavaScript to view thecomments powered by Disqus.

Information & Contributors

Information

Published In

cover image ACM Other conferences
IHC '15: Proceedings of the 14th Brazilian Symposium on Human Factors in Computing Systems
November 2015
514 pages
ISBN:9781450353625
DOI:10.1145/3148456
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 03 November 2015

Permissions

Request permissions for this article.

Check for updates

Author Tags

  1. gamification
  2. interface design
  3. user profile

Qualifiers

  • Research-article

Conference

IHC 2015

Acceptance Rates

Overall Acceptance Rate 331 of 973 submissions, 34%

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • 0
    Total Citations
  • 75
    Total Downloads
  • Downloads (Last 12 months)3
  • Downloads (Last 6 weeks)0
Reflects downloads up to 16 Nov 2024

Other Metrics

Citations

View Options

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media