Enhance User Engagement using Gamified Ineternet of Things
dc.contributor.author | Xiao, Ruowei | |
dc.contributor.author | Wu, Zhanwei | |
dc.contributor.author | Buruk, Oguz Turan | |
dc.contributor.author | Hamari, Juho | |
dc.date.accessioned | 2020-12-24T20:00:04Z | |
dc.date.available | 2020-12-24T20:00:04Z | |
dc.date.issued | 2021-01-05 | |
dc.description.abstract | Gamification 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.extent | 10 pages | |
dc.identifier.doi | 10.24251/HICSS.2021.583 | |
dc.identifier.isbn | 978-0-9981331-4-0 | |
dc.identifier.uri | http://hdl.handle.net/10125/71200 | |
dc.language.iso | English | |
dc.relation.ispartof | Proceedings of the 54th Hawaii International Conference on System Sciences | |
dc.rights | Attribution-NonCommercial-NoDerivatives 4.0 International | |
dc.rights.uri | https://creativecommons.org/licenses/by-nc-nd/4.0/ | |
dc.subject | The Internet of Everything: Converging the Internet of People (IoP) and the Internet of Things (IoT) | |
dc.subject | engagement | |
dc.subject | gamification | |
dc.subject | iot | |
dc.title | Enhance User Engagement using Gamified Ineternet of Things | |
prism.startingpage | 4806 |
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