TY - GEN
T1 - Gamifying intelligent environments
AU - Liu, Yefeng
AU - Alexandrova, Todorka
AU - Nakajima, Tatsuo
PY - 2011
Y1 - 2011
N2 - Recently digital designers have begun to integrate game elements and mechanics into non-game applications, systems, and services, to better engage end-users. This notion is named as the "gamification". In this paper, we discuss the idea of applying the gamification concept in designing intelligent environments to improve the overall user engagement. We present two case studies to better understand the effectiveness of gamifying intelligent systems: a mobile crowd-sourcing application that works as image based social search across languages, called UbiAsk, and a persuasive application for motivating users to reduce CO 2 emissions named EcoIsland. We argue that the game-based incentive methods only work with a careful design: designers should be aware that the main functionalities of the system have much greater impact than the additional gamified components, and the desired game-like user behavior requires comprehensive game-like experience that is supported by not only a "game structure" but also a "game-look" surface.
AB - Recently digital designers have begun to integrate game elements and mechanics into non-game applications, systems, and services, to better engage end-users. This notion is named as the "gamification". In this paper, we discuss the idea of applying the gamification concept in designing intelligent environments to improve the overall user engagement. We present two case studies to better understand the effectiveness of gamifying intelligent systems: a mobile crowd-sourcing application that works as image based social search across languages, called UbiAsk, and a persuasive application for motivating users to reduce CO 2 emissions named EcoIsland. We argue that the game-based incentive methods only work with a careful design: designers should be aware that the main functionalities of the system have much greater impact than the additional gamified components, and the desired game-like user behavior requires comprehensive game-like experience that is supported by not only a "game structure" but also a "game-look" surface.
KW - Game-based motivation mechanism
KW - Gamification
KW - Intelligent environments
KW - Persuasive system
KW - User engagement
UR - http://www.scopus.com/inward/record.url?scp=84855376826&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=84855376826&partnerID=8YFLogxK
U2 - 10.1145/2072652.2072655
DO - 10.1145/2072652.2072655
M3 - Conference contribution
AN - SCOPUS:84855376826
SN - 9781450309936
T3 - MM'11 - Proceedings of the 2011 ACM Multimedia Conference and Co-Located Workshops - Ubi-MUI 2011 Workshop, Ubi-MUI'11
SP - 7
EP - 12
BT - MM'11 - Proceedings of the 2011 ACM Multimedia Conference and Co-Located Workshops - Ubi-MUI 2011 Workshop, Ubi-MUI'11
T2 - 2011 ACM Multimedia Conference, MM'11 and Co-Located Workshops - Workshop on Ubiquitous Meta User Interfaces, Ubi-MUI'11
Y2 - 28 November 2011 through 1 December 2011
ER -