TY - GEN
T1 - Applying social gamification in a gamified point system
AU - Liu, Boyang
AU - Tanaka, Jiro
N1 - Publisher Copyright:
© Springer Nature Switzerland AG 2020.
PY - 2020
Y1 - 2020
N2 - 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.
AB - 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.
KW - Competitive and non-competitive interaction
KW - Gamification
KW - Motivation
KW - Social incentives
KW - User engagement
UR - http://www.scopus.com/inward/record.url?scp=85088742285&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85088742285&partnerID=8YFLogxK
U2 - 10.1007/978-3-030-50164-8_10
DO - 10.1007/978-3-030-50164-8_10
M3 - Conference contribution
AN - SCOPUS:85088742285
SN - 9783030501631
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 148
EP - 161
BT - HCI in Games - 2nd International Conference, HCI-Games 2020, Held as Part of the 22nd HCI International Conference, HCII 2020, Proceedings
A2 - Fang, Xiaowen
PB - Springer
T2 - 2nd International Conference on HCI in Games, HCI-Games 2020, held as part of the 22nd International Conference on Human-Computer Interaction, HCII 2020
Y2 - 19 July 2020 through 24 July 2020
ER -