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Enhance User Engagement using Gamified Internet of Things

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

6 Citations (Scopus)
91 Downloads (Pure)

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.
Original languageEnglish
Title of host publicationProceedings of the 54th Hawaii International Conference on System Sciences
PublisherHawaii International Conference on System Sciences
Pages4806-4815
Number of pages10
ISBN (Print)978-0-9981331-4-0
DOIs
Publication statusPublished - 2021
Publication typeA4 Article in conference proceedings
EventHawaii International Conference on System Sciences -
Duration: 5 Jan 20218 Jan 2021
Conference number: 54

Conference

ConferenceHawaii International Conference on System Sciences
Abbreviated titleHICSS
Period5/01/218/01/21

Publication forum classification

  • Publication forum level 1

ASJC Scopus subject areas

  • General Engineering

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