Enhance User Engagement using Gamified Ineternet of Things

dc.contributor.authorXiao, Ruowei
dc.contributor.authorWu, Zhanwei
dc.contributor.authorBuruk, Oguz Turan
dc.contributor.authorHamari, Juho
dc.date.accessioned2020-12-24T20:00:04Z
dc.date.available2020-12-24T20:00:04Z
dc.date.issued2021-01-05
dc.description.abstractGamification is considered as a promising approach to enhance people’s engagement in many social or technical systems, thus is supposed to play an important role in future Internet of Everything (IoE). Although gamification elements have already been reported in various IoT research, there still lacks answers about how gamification may affect user engagement in IoT systems and through what paths. In present work, we are synthesizing and analyzing existing research efforts in these emerging fields to provide implications for future IoE development. The results are categorized into three dimensions by considering cognitive-behavioral outcome, procedural stage and population scale.
dc.format.extent10 pages
dc.identifier.doi10.24251/HICSS.2021.583
dc.identifier.isbn978-0-9981331-4-0
dc.identifier.urihttp://hdl.handle.net/10125/71200
dc.language.isoEnglish
dc.relation.ispartofProceedings of the 54th 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.subjectThe Internet of Everything: Converging the Internet of People (IoP) and the Internet of Things (IoT)
dc.subjectengagement
dc.subjectgamification
dc.subjectiot
dc.titleEnhance User Engagement using Gamified Ineternet of Things
prism.startingpage4806

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