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 language | English |
|---|---|
| Title of host publication | Proceedings of the 54th Hawaii International Conference on System Sciences |
| Publisher | Hawaii International Conference on System Sciences |
| Pages | 4806-4815 |
| Number of pages | 10 |
| ISBN (Print) | 978-0-9981331-4-0 |
| DOIs | |
| Publication status | Published - 2021 |
| Publication type | A4 Article in conference proceedings |
| Event | Hawaii International Conference on System Sciences - Duration: 5 Jan 2021 → 8 Jan 2021 Conference number: 54 |
Conference
| Conference | Hawaii International Conference on System Sciences |
|---|---|
| Abbreviated title | HICSS |
| Period | 5/01/21 → 8/01/21 |
Publication forum classification
- Publication forum level 1
ASJC Scopus subject areas
- General Engineering
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