Gameful self-regulation: A study on how gamified self-tracking features evoke gameful experiences

dc.contributor.authorHassan Lobna
dc.contributor.authorXi Nannan
dc.contributor.authorGurkan Bahadir
dc.contributor.authorKoivisto Jonna
dc.contributor.authorHamari Juho
dc.contributor.organizationfi=digitaalisen kulttuurin, maiseman ja kulttuuriperinnön tutkimus|en=Degree Programme in Digital Culture, Landscape and Cultural Heritage|
dc.contributor.organization-code2602214
dc.converis.publication-id69236858
dc.converis.urlhttps://research.utu.fi/converis/portal/Publication/69236858
dc.date.accessioned2022-10-28T14:31:19Z
dc.date.available2022-10-28T14:31:19Z
dc.description.abstract<p>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.<br></p>
dc.format.pagerange1103
dc.format.pagerange1112
dc.identifier.isbn978-0-9981331-3-3
dc.identifier.jour-issn1530-1605
dc.identifier.olddbid188756
dc.identifier.oldhandle10024/171850
dc.identifier.urihttps://www.utupub.fi/handle/11111/55543
dc.identifier.urlhttp://hdl.handle.net/10125/63877
dc.identifier.urnURN:NBN:fi-fe2022022120318
dc.language.isoen
dc.okm.affiliatedauthorHassan, Lobna
dc.okm.discipline113 Computer and information sciencesen_GB
dc.okm.discipline113 Tietojenkäsittely ja informaatiotieteetfi_FI
dc.okm.internationalcopublicationnot an international co-publication
dc.okm.internationalityInternational publication
dc.okm.typeA4 Conference Article
dc.publisher.countryUnited Statesen_GB
dc.publisher.countryYhdysvallat (USA)fi_FI
dc.publisher.country-codeUS
dc.relation.conferenceHawaii International Conference on System Sciences
dc.relation.doi10.24251/HICSS.2020.138
dc.relation.ispartofjournalProceedings of the Annual Hawaii International Conference on System Sciences
dc.relation.ispartofseriesProceedings of the Annual Hawaii International Conference on System Sciences
dc.source.identifierhttps://www.utupub.fi/handle/10024/171850
dc.titleGameful self-regulation: A study on how gamified self-tracking features evoke gameful experiences
dc.title.bookProceedings of the 53rd Annual Hawaii International Conference on System Sciences
dc.year.issued2020

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