TY - GEN
T1 - Value-based design for gamifying daily activities
AU - Sakamoto, Mizuki
AU - Nakajima, Tatsuo
AU - Alexandrova, Todorka
PY - 2012
Y1 - 2012
N2 - Computing technologies allow us to gamify our daily activities by embedding computers in our environments. In this paper, we propose a value-based gamification framework for increasing intrinsic motivation in our daily life. We introduce five values and a conceptual framework based on these values. Then, as an example we show how the values are used in Augmented Trading Card Game during its design.
AB - Computing technologies allow us to gamify our daily activities by embedding computers in our environments. In this paper, we propose a value-based gamification framework for increasing intrinsic motivation in our daily life. We introduce five values and a conceptual framework based on these values. Then, as an example we show how the values are used in Augmented Trading Card Game during its design.
UR - http://www.scopus.com/inward/record.url?scp=84868026158&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=84868026158&partnerID=8YFLogxK
U2 - 10.1007/978-3-642-33542-6_43
DO - 10.1007/978-3-642-33542-6_43
M3 - Conference contribution
AN - SCOPUS:84868026158
SN - 9783642335419
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 421
EP - 424
BT - Entertainment Computing, ICEC 2012 - 11th International Conference, Proceedings
T2 - 11th International Conference on Entertainment Computing, ICEC 2012
Y2 - 26 September 2012 through 29 September 2012
ER -