Applying social gamification in a gamified point system

Boyang Liu*, Jiro Tanaka

*この研究の対応する著者

研究成果: Conference contribution

抄録

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.

本文言語English
ホスト出版物のタイトルHCI in Games - 2nd International Conference, HCI-Games 2020, Held as Part of the 22nd HCI International Conference, HCII 2020, Proceedings
編集者Xiaowen Fang
出版社Springer
ページ148-161
ページ数14
ISBN(印刷版)9783030501631
DOI
出版ステータスPublished - 2020
イベント2nd 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
継続期間: 2020 7 192020 7 24

出版物シリーズ

名前Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
12211 LNCS
ISSN(印刷版)0302-9743
ISSN(電子版)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
国/地域Denmark
CityCopenhagen
Period20/7/1920/7/24

ASJC Scopus subject areas

  • 理論的コンピュータサイエンス
  • コンピュータ サイエンス(全般)

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