Applying social gamification in a gamified point system

Boyang Liu, Jiro Tanaka

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

Abstract

User engagement measures whether users find value in a product or service, which is highly correlated with overall profitability. If users choose to spend their time on a particular application or website, it means that they found value in it. This allows businesses to monetize products or services through advertising, subscriptions or sales. To increase user engagement, it is necessary to meet user needs to improve their experience. Recently, gamification has become increasingly popular because it applies game mechanics to non-gaming environment like education and shopping to attract and motivate participants. In this paper, we explore using social gamification in a gamified point system. In particular, we focus on two types of user interaction, namely competitive and non-competitive interaction. In preliminary experiments, we obtained positive results from the experimenters.

Original languageEnglish
Title of host publicationHCI in Games - 2nd International Conference, HCI-Games 2020, Held as Part of the 22nd HCI International Conference, HCII 2020, Proceedings
EditorsXiaowen Fang
PublisherSpringer
Pages148-161
Number of pages14
ISBN (Print)9783030501631
DOIs
Publication statusPublished - 2020
Event2nd International Conference on HCI in Games, HCI-Games 2020, held as part of the 22nd International Conference on Human-Computer Interaction, HCII 2020 - Copenhagen, Denmark
Duration: 2020 Jul 192020 Jul 24

Publication series

NameLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Volume12211 LNCS
ISSN (Print)0302-9743
ISSN (Electronic)1611-3349

Conference

Conference2nd International Conference on HCI in Games, HCI-Games 2020, held as part of the 22nd International Conference on Human-Computer Interaction, HCII 2020
CountryDenmark
CityCopenhagen
Period20/7/1920/7/24

Keywords

  • Competitive and non-competitive interaction
  • Gamification
  • Motivation
  • Social incentives
  • User engagement

ASJC Scopus subject areas

  • Theoretical Computer Science
  • Computer Science(all)

Fingerprint Dive into the research topics of 'Applying social gamification in a gamified point system'. Together they form a unique fingerprint.

  • Cite this

    Liu, B., & Tanaka, J. (2020). Applying social gamification in a gamified point system. In X. Fang (Ed.), HCI in Games - 2nd International Conference, HCI-Games 2020, Held as Part of the 22nd HCI International Conference, HCII 2020, Proceedings (pp. 148-161). (Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics); Vol. 12211 LNCS). Springer. https://doi.org/10.1007/978-3-030-50164-8_10