What's the Point? How Users Functionalise Points in Gamified Systems

要旨

Points are widely used design elements in gamified systems. Yet how they motivate is still unclear: what motivational meaning or functional significance do users ascribe to points and when? To answer this question, we conducted a semi-structured interview study with 27 users of two popular gamified platforms, Duolingo and Habitica. Through reflexive thematic analysis, we constructed six different types of functionalisation variously proposed in prior gamification and personal informatics work but often not empirically supported. We highlight the importance of functional design detail (such as points should proportionally reward effort) and derive design guidelines.

著者
Océane Lissillour
University of York, York, Yorkshire, United Kingdom
Sebastian Deterding
Imperial College, London, United Kingdom
Abigail Evans
University of York, York, United Kingdom

会議: CHI 2026

ACM CHI Conference on Human Factors in Computing Systems

セッション: Behavior (Change) and Wellbeing

P1 - Room 122
7 件の発表
2026-04-17 20:15:00
2026-04-17 21:45:00