Gameful Self-Regulation: A Study on How Gamified Self-Tracking Features Evoke Gameful Experiences

dc.contributor.authorHassan, Lobna
dc.contributor.authorXi, Nannan
dc.contributor.authorGurkan, Bahadir
dc.contributor.authorKoivisto, Jonna
dc.contributor.authorHamari, Juho
dc.date.accessioned2020-01-04T07:22:24Z
dc.date.available2020-01-04T07:22:24Z
dc.date.issued2020-01-07
dc.description.abstractGamification has become one of the top engagement technology trends of recent times. It refers to designing and transforming systems, services, and activities to afford gameful experiences as good games do, commonly implemented through the utilization of familiar features from games. However, one of the persistent problems in academia and practice has been the lack of understanding of which systems features are more or less prone to facilitate which dimensions of the gameful experience. We investigate the relationships between user interaction with features related to goal-setting, self-tracking as well as prompts, and gameful experiences (accomplishment, challenge, competition, guidance, immersion, playfulness, and sociability) through a survey (N=201) in a gamified exercise service. Goal-setting and prompt features were positively associated with most dimensions of the gameful experience whereas self-tracking features were negatively associated with immersion and sociability while positively associated with feelings of accomplishment.
dc.format.extent10 pages
dc.identifier.doi10.24251/HICSS.2020.138
dc.identifier.isbn978-0-9981331-3-3
dc.identifier.urihttp://hdl.handle.net/10125/63877
dc.language.isoeng
dc.relation.ispartofProceedings of the 53rd Hawaii International Conference on System Sciences
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 International
dc.rights.urihttps://creativecommons.org/licenses/by-nc-nd/4.0/
dc.subjectDigital Mobile Services for Everyday Life
dc.subjectgamefulness
dc.subjectgamification
dc.subjectgamified exercise
dc.subjectgoal-setting
dc.subjectself-regulation
dc.titleGameful Self-Regulation: A Study on How Gamified Self-Tracking Features Evoke Gameful Experiences
dc.typeConference Paper
dc.type.dcmiText

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