Gamifying social media to encourage social activities with digital-physical hybrid role-playing

Mizuki Sakamoto, Tatsuo Nakajima

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

    6 Citations (Scopus)

    Abstract

    This paper proposes a new way to gamify the micro-crowdfunding service. Micro-crowdfunding is a crowdsourcing service to achieve a sustainable society based on a crowdfunding concept and an aging money concept. In this type of service, each activity to achieve a sustainable society is called a mission, and performing a mission is encouraged through social and economic incentives. A new approach described in this paper enhances the original strategies by using a game concept. The approach consists of two techniques. The first technique adopts several concepts from dramaturgy. The technique coordinates multiple missions and encourages people to complete them by providing a fictional goal that most people want to achieve. The second technique incorporates persuasive ambient mirrors that reflect people's current situation with visual and fictional expressions. The technique emotionally increases people's incentives by using operant conditioning. We also conduct a user study to validate the approach proposed in this paper.

    Original languageEnglish
    Title of host publicationLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
    PublisherSpringer Verlag
    Pages581-591
    Number of pages11
    Volume8531 LNCS
    ISBN (Print)9783319076317
    DOIs
    Publication statusPublished - 2014
    Event6th International Conference on Social Computing and Social Media, SCSM 2014 - Held as Part of 16th International Conference on Human-Computer Interaction, HCI International 2014 - Heraklion, Greece
    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)
    Volume8531 LNCS
    ISSN (Print)03029743
    ISSN (Electronic)16113349

    Other

    Other6th International Conference on Social Computing and Social Media, SCSM 2014 - Held as Part of 16th International Conference on Human-Computer Interaction, HCI International 2014
    CountryGreece
    CityHeraklion
    Period14/6/2214/6/27

    Fingerprint

    Social Media
    Aging of materials
    Economics
    Incentives
    User Studies
    Conditioning
    Mirror
    Game
    Concepts

    Keywords

    • Crowdfunding
    • Crowdsourcing
    • Digital-Physical Hybrid Role-Playing
    • Dramaturgy
    • Fictional Expressions
    • Gamification
    • Social Media
    • Sustainability

    ASJC Scopus subject areas

    • Computer Science(all)
    • Theoretical Computer Science

    Cite this

    Sakamoto, M., & Nakajima, T. (2014). Gamifying social media to encourage social activities with digital-physical hybrid role-playing. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 8531 LNCS, pp. 581-591). (Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics); Vol. 8531 LNCS). Springer Verlag. https://doi.org/10.1007/978-3-319-07632-4_55

    Gamifying social media to encourage social activities with digital-physical hybrid role-playing. / Sakamoto, Mizuki; Nakajima, Tatsuo.

    Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics). Vol. 8531 LNCS Springer Verlag, 2014. p. 581-591 (Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics); Vol. 8531 LNCS).

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

    Sakamoto, M & Nakajima, T 2014, Gamifying social media to encourage social activities with digital-physical hybrid role-playing. in Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics). vol. 8531 LNCS, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), vol. 8531 LNCS, Springer Verlag, pp. 581-591, 6th International Conference on Social Computing and Social Media, SCSM 2014 - Held as Part of 16th International Conference on Human-Computer Interaction, HCI International 2014, Heraklion, Greece, 14/6/22. https://doi.org/10.1007/978-3-319-07632-4_55
    Sakamoto M, Nakajima T. Gamifying social media to encourage social activities with digital-physical hybrid role-playing. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics). Vol. 8531 LNCS. Springer Verlag. 2014. p. 581-591. (Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)). https://doi.org/10.1007/978-3-319-07632-4_55
    Sakamoto, Mizuki ; Nakajima, Tatsuo. / Gamifying social media to encourage social activities with digital-physical hybrid role-playing. Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics). Vol. 8531 LNCS Springer Verlag, 2014. pp. 581-591 (Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)).
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