Orientation passport : using gamification to engage university students


Autoria(s): Fitz-Walter, Zachary; Tjondronegoro, Dian W.; Wyeth, Peta
Data(s)

28/11/2011

Resumo

Adding game elements to an application to motivate use and enhance the user experience is a growing trend known as gamification. This study explores the use of game achievements when applied to a mobile application designed to help new students at university. This paper describes the foundations of a design framework used to integrate game elements to Orientation Passport, a personalised orientation event application for smart phones. Orientation Passport utilises game achievements to present orientation information in an engaging way and to encourage use of the application. The system is explained in terms of the design framework, and the findings of a pilot study involving 26 new students are presented. This study contributes the foundations of a design framework for general gamified achievement design. It also suggests that added game elements can be enjoyable but can potentially encourage undesirable use by some, and aren't as enjoyable if not enforced properly by the technology. Consideration is also needed when enforcing stricter game rules as usability can be affected.

Formato

application/pdf

Identificador

http://eprints.qut.edu.au/46739/

Publicador

ACM

Relação

http://eprints.qut.edu.au/46739/1/OrientationPassport-fitz-walter.pdf

DOI:10.1145/2071536.2071554

Fitz-Walter, Zachary, Tjondronegoro, Dian W., & Wyeth, Peta (2011) Orientation passport : using gamification to engage university students. In Proceedings of the 23rd Australian Computer-Human Interaction Conference, ACM, Australian National University, Canberra, ACT.

Direitos

Copyright ACM, [2011]. This is the author's version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version was published in [Proceedings of the 23rd Australian Computer-Human Interaction Conference],[10.1145/2071536.2071554]

Fonte

Computer Science; Faculty of Science and Technology; Information Systems; Smart Services CRC

Palavras-Chave #080602 Computer-Human Interaction #Engagement #Pervasive Games #User Experience #HERN #Gamification #Serious games
Tipo

Conference Paper