TY - GEN
T1 - Gameful self-regulation
T2 - 53rd Annual Hawaii International Conference on System Sciences, HICSS 2020
AU - Hassan, Lobna
AU - Xi, Nannan
AU - Gurkan, Bahadir
AU - Koivisto, Jonna
AU - Hamari, Juho
N1 - jufoid=56894
Funding Information:
This work was supported by the Finnish Foundation for Economic Education (grants: 12-6385 and 14-7824), Business Finland (projects: 5654/31/2018 and 376/31/2018), the Centre of Excellence on Game Culture Studies (GameCult), Marcus Mallenbergin tutkimuss??ti? and Satakunnan Korkeakoulus??ti? and its collaborating organizations
Publisher Copyright:
© 2020 IEEE Computer Society. All rights reserved.
PY - 2020
Y1 - 2020
N2 - Gamification has become one of the top engagement technology trends of recent times. It refers to designing and transforming systems, services, and activities to afford gameful experiences as good games do, commonly implemented through the utilization of familiar features from games. However, one of the persistent problems in academia and practice has been the lack of understanding of which systems features are more or less prone to facilitate which dimensions of the gameful experience. We investigate the relationships between user interaction with features related to goal-setting, self-tracking as well as prompts, and gameful experiences (accomplishment, challenge, competition, guidance, immersion, playfulness, and sociability) through a survey (N=201) in a gamified exercise service. Goal-setting and prompt features were positively associated with most dimensions of the gameful experience whereas self-tracking features were negatively associated with immersion and sociability while positively associated with feelings of accomplishment.
AB - Gamification has become one of the top engagement technology trends of recent times. It refers to designing and transforming systems, services, and activities to afford gameful experiences as good games do, commonly implemented through the utilization of familiar features from games. However, one of the persistent problems in academia and practice has been the lack of understanding of which systems features are more or less prone to facilitate which dimensions of the gameful experience. We investigate the relationships between user interaction with features related to goal-setting, self-tracking as well as prompts, and gameful experiences (accomplishment, challenge, competition, guidance, immersion, playfulness, and sociability) through a survey (N=201) in a gamified exercise service. Goal-setting and prompt features were positively associated with most dimensions of the gameful experience whereas self-tracking features were negatively associated with immersion and sociability while positively associated with feelings of accomplishment.
U2 - 10.24251/HICSS.2020.138
DO - 10.24251/HICSS.2020.138
M3 - Conference contribution
AN - SCOPUS:85083114460
T3 - Proceedings of the Annual Hawaii International Conference on System Sciences
SP - 1103
EP - 1112
BT - Proceedings of the 53rd Annual Hawaii International Conference on System Sciences, HICSS 2020
A2 - Bui, Tung X.
PB - IEEE Computer Society
Y2 - 7 January 2020 through 10 January 2020
ER -