Investigating User-Created Gamification in an Image Tagging Task

要旨

Commonly, gamification is designed by developers and not by end-users. In this paper we investigate an approach where users take control of this process. Firstly, users were asked to describe their own gamification concepts which would motivate them to put more effort into an image tagging task. We selected this task as gamification has already been shown to be effective here in previous work. Based on these descriptions, an implementation was made for each concept and given to the creator. In a between-subjects study (n=71), our approach was compared to a no-gamification condition and two conditions with fixed gamification settings. We found that providing participants with an implementation of their own concept significantly increased the amount of generated tags compared to the other conditions. Although the quality of tags was lower, the number of usable tags remained significantly higher in comparison, suggesting the usefulness of this approach.

キーワード
Customization
user-driven game design
bottom-up
motivation
replication
著者
Marc Schubhan
German Research Center for Artificial Intelligence (DFKI), Saarland Informatics Campus, Saarbrücken, Germany
Maximilian Altmeyer
German Research Center for Artificial Intelligence (DFKI), Saarland Informatics Campus, Saarbrücken, Germany
Dominic Buchheit
Saarland University, Saarland Informatics Campus, Saarbrücken, Germany
Pascal Lessel
German Research Center for Artificial Intelligence (DFKI), Saarland Informatics Campus, Saarbrücken, Germany
DOI

10.1145/3313831.3376360

論文URL

https://doi.org/10.1145/3313831.3376360

動画

会議: CHI 2020

The ACM CHI Conference on Human Factors in Computing Systems (https://chi2020.acm.org/)

セッション: Gamifying & play

Paper session
313B O'AHU
4 件の発表
2020-04-30 01:00:00
2020-04-30 02:15:00
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