TY - GEN
T1 - A methodology for gamifying smart cities
T2 - 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
AU - Sakamoto, Mizuki
AU - Nakajima, Tatsuo
AU - Akioka, Sayaka
PY - 2014
Y1 - 2014
N2 - 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.
AB - 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.
KW - Agency
KW - Human behavior and attitude
KW - Immersion
KW - Procedural rhetoric
KW - Transmedia
UR - http://www.scopus.com/inward/record.url?scp=84901607149&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=84901607149&partnerID=8YFLogxK
U2 - 10.1007/978-3-319-07788-8_55
DO - 10.1007/978-3-319-07788-8_55
M3 - Conference contribution
AN - SCOPUS:84901607149
SN - 9783319077871
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 593
EP - 604
BT - Distributed, Ambient, and Pervasive Interactions - Second International Conference, DAPI 2014, Held as Part of HCI International 2014, Proceedings
PB - Springer Verlag
Y2 - 22 June 2014 through 27 June 2014
ER -