@inproceedings{1c1694553c2f40d593bb932f95c4823e,
title = "One size does not fit all: Applying the right game concepts for the right persons to encourage non-game activities",
abstract = "In this paper, we present some insights extracted from experiences with conducting three case studies that show how different game-based approaches affect people{\textquoteright}s motivation to encourage more activities in digital services. The first case study is a game-based English words learning application. The second case study is a gamified sharing economy service. The third case study is a persuasive service customized for a user{\textquoteright}s unique preference. The results of the case studies show that adopting only one approach is not effective to motivate all diverse people, and multiple approaches should be incorporated when developing digital services that motivate diverse users by game-based approaches.",
keywords = "Gamification, Healthcare, Human motivation, Learning, Personality, Preference, Sharing economy",
author = "Hina Akasaki and Shoko Suzuki and Kanako Nakajima and Koko Yamabe and Mizuki Sakamoto and Todorka Alexandrova and Tatsuo Nakajima",
year = "2016",
doi = "10.1007/978-3-319-40397-7_11",
language = "English",
isbn = "9783319403960",
volume = "9735",
series = "Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)",
publisher = "Springer Verlag",
pages = "103--114",
booktitle = "Human Interface and the Management of Information: Applications and Services - 18th International Conference, HCI International 2016, Proceedings",
address = "Germany",
note = "18th International Conference on Human-Computer Interaction, HCI International 2016 ; Conference date: 17-07-2016 Through 22-07-2016",
}