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Gamifying connected services patterns

Published: 03 July 2019 Publication History

Abstract

Gamification, defined as the application of game design principles in non-gaming contexts, is a powerful tool for making systems lastingly attractive by exhausting rewards as soon as specific conditions are met. In the context of online or real world shops, customers are sometimes rewarded for their loyalty via additional offers or services. These offers often incentivize users to consume additional services and goods. However, most of the time they are limited to a single or a small set of vendors, which raises the question of how customers can be motivated to use services of different domains and service providers. Furthermore, the lack of standardization and increasingly stringent data protection rules aggravate the exchange of business related data with other systems. This paper introduces two patterns. First, a way for increasing joint-marketing purposes is elaborated focusing on a buying behavior based rewarding approach. Second, an overlay for existing client-server systems is described whose purpose is to anonymize and share services in form of digital tokens across different service providers, their systems, and users. In summary, said patterns establish the context for incentivizing the usage of cross domain services.

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cover image ACM Other conferences
EuroPLop '19: Proceedings of the 24th European Conference on Pattern Languages of Programs
July 2019
431 pages
ISBN:9781450362061
DOI:10.1145/3361149
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]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 03 July 2019

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Author Tags

  1. connected services
  2. cross-domain rewards
  3. data privacy
  4. gamification

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EuroPLoP '19

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Overall Acceptance Rate 216 of 354 submissions, 61%

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