Value-based design for gamifying daily activities

Mizuki Sakamoto, Tatsuo Nakajima, Todorka Alexandrova

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

    16 Citations (Scopus)

    Abstract

    Computing technologies allow us to gamify our daily activities by embedding computers in our environments. In this paper, we propose a value-based gamification framework for increasing intrinsic motivation in our daily life. We introduce five values and a conceptual framework based on these values. Then, as an example we show how the values are used in Augmented Trading Card Game during its design.

    Original languageEnglish
    Title of host publicationLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
    Pages421-424
    Number of pages4
    Volume7522 LNCS
    DOIs
    Publication statusPublished - 2012
    Event11th International Conference on Entertainment Computing, ICEC 2012 - Bremen
    Duration: 2012 Sep 262012 Sep 29

    Publication series

    NameLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
    Volume7522 LNCS
    ISSN (Print)03029743
    ISSN (Electronic)16113349

    Other

    Other11th International Conference on Entertainment Computing, ICEC 2012
    CityBremen
    Period12/9/2612/9/29

    Fingerprint

    Game
    Computing
    Design
    Framework
    Life

    ASJC Scopus subject areas

    • Computer Science(all)
    • Theoretical Computer Science

    Cite this

    Sakamoto, M., Nakajima, T., & Alexandrova, T. (2012). Value-based design for gamifying daily activities. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 7522 LNCS, pp. 421-424). (Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics); Vol. 7522 LNCS). https://doi.org/10.1007/978-3-642-33542-6_43

    Value-based design for gamifying daily activities. / Sakamoto, Mizuki; Nakajima, Tatsuo; Alexandrova, Todorka.

    Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics). Vol. 7522 LNCS 2012. p. 421-424 (Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics); Vol. 7522 LNCS).

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

    Sakamoto, M, Nakajima, T & Alexandrova, T 2012, Value-based design for gamifying daily activities. in Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics). vol. 7522 LNCS, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), vol. 7522 LNCS, pp. 421-424, 11th International Conference on Entertainment Computing, ICEC 2012, Bremen, 12/9/26. https://doi.org/10.1007/978-3-642-33542-6_43
    Sakamoto M, Nakajima T, Alexandrova T. Value-based design for gamifying daily activities. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics). Vol. 7522 LNCS. 2012. p. 421-424. (Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)). https://doi.org/10.1007/978-3-642-33542-6_43
    Sakamoto, Mizuki ; Nakajima, Tatsuo ; Alexandrova, Todorka. / Value-based design for gamifying daily activities. Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics). Vol. 7522 LNCS 2012. pp. 421-424 (Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)).
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