A methodology for gamifying smart cities: Navigating human behavior and attitude

Mizuki Sakamoto, Tatsuo Nakajima, Sayaka Akioka

    Research output: Chapter in Book/Report/Conference proceedingConference contribution

    7 Citations (Scopus)

    Abstract

    We are now living in smart cities, where information technologies enhance our everyday life. For example, our energy management and traffic management have become smarter, making our daily lives more convenient and efficient. However, from a citizen's point of view, a person's happiness needs to be more important than achieving efficient and convenient smart city infrastructures. This is, in particular, an essential issue for achieving humancentered smart city design. In this paper, we present our methodology to gamify smart city services. Our methodology consists of three tools, one model and two infrastructures. The tools contain the value-based design framework, the personality-based analysis framework, and the reality-based analysis framework. The model is named the GamiMedia model, and the infrastructures include the Virtual Form infrastructure and the Digital-Physical Hybrid Role- Playing infrastructure. The methodology to gamify smart city services is extracted from our long experiences with building applications services and middleware infrastructures for ubiquitous computing environments.

    Original languageEnglish
    Title of host publicationLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
    PublisherSpringer Verlag
    Pages593-604
    Number of pages12
    Volume8530 LNCS
    ISBN (Print)9783319077871
    DOIs
    Publication statusPublished - 2014
    Event2nd International Conference on Distributed, Ambient and Pervasive Interactions, DAPI 2014 - Held as Part of 16th International Conference on Human-Computer Interaction, HCI International 2014 - Heraklion
    Duration: 2014 Jun 222014 Jun 27

    Publication series

    NameLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
    Volume8530 LNCS
    ISSN (Print)03029743
    ISSN (Electronic)16113349

    Other

    Other2nd International Conference on Distributed, Ambient and Pervasive Interactions, DAPI 2014 - Held as Part of 16th International Conference on Human-Computer Interaction, HCI International 2014
    CityHeraklion
    Period14/6/2214/6/27

    Fingerprint

    Human Behavior
    Infrastructure
    Methodology
    Energy management
    Ubiquitous computing
    Middleware
    Traffic Management
    Energy Management
    Ubiquitous Computing
    Information technology
    Information Technology
    Smart city
    Person
    Model
    Framework

    Keywords

    • Agency
    • Human behavior and attitude
    • Immersion
    • Procedural rhetoric
    • Transmedia

    ASJC Scopus subject areas

    • Computer Science(all)
    • Theoretical Computer Science

    Cite this

    Sakamoto, M., Nakajima, T., & Akioka, S. (2014). A methodology for gamifying smart cities: Navigating human behavior and attitude. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 8530 LNCS, pp. 593-604). (Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics); Vol. 8530 LNCS). Springer Verlag. https://doi.org/10.1007/978-3-319-07788-8_55

    A methodology for gamifying smart cities : Navigating human behavior and attitude. / Sakamoto, Mizuki; Nakajima, Tatsuo; Akioka, Sayaka.

    Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics). Vol. 8530 LNCS Springer Verlag, 2014. p. 593-604 (Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics); Vol. 8530 LNCS).

    Research output: Chapter in Book/Report/Conference proceedingConference contribution

    Sakamoto, M, Nakajima, T & Akioka, S 2014, A methodology for gamifying smart cities: Navigating human behavior and attitude. in Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics). vol. 8530 LNCS, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), vol. 8530 LNCS, Springer Verlag, pp. 593-604, 2nd International Conference on Distributed, Ambient and Pervasive Interactions, DAPI 2014 - Held as Part of 16th International Conference on Human-Computer Interaction, HCI International 2014, Heraklion, 14/6/22. https://doi.org/10.1007/978-3-319-07788-8_55
    Sakamoto M, Nakajima T, Akioka S. A methodology for gamifying smart cities: Navigating human behavior and attitude. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics). Vol. 8530 LNCS. Springer Verlag. 2014. p. 593-604. (Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)). https://doi.org/10.1007/978-3-319-07788-8_55
    Sakamoto, Mizuki ; Nakajima, Tatsuo ; Akioka, Sayaka. / A methodology for gamifying smart cities : Navigating human behavior and attitude. Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics). Vol. 8530 LNCS Springer Verlag, 2014. pp. 593-604 (Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)).
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