Exploring the opportunities and challenges of using mobile sensing for gamification and achievements


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

17/09/2011

Resumo

Gamified services delivered on smart phones, such as Foursquare, are able to utilise the sensors on the phone to capture user contexts as a means of triggering game elements. This paper identifies and discusses opportunities and challenges that exist when using mobile sensors as input for game elements. We present initial findings from a field study of a gamified mobile application made to support the university orientation event for new students using game achievements. The study showed that overall the use of context was well received by participants when compared to game elements that required no context to complete. It was also found that using context could help validate that an activity was completed however there were still technical challenges when using sensors that led to exploits in the game elements, or cheating.

Formato

application/pdf

Identificador

http://eprints.qut.edu.au/48632/

Publicador

ACM Press

Relação

http://eprints.qut.edu.au/48632/2/ubicomp-workshop-fitzwalter.pdf

http://research.microsoft.com/en-us/um/beijing/events/ms_ubicomp11/papers/fitzwalter.pdf

Fitz-Walter, Zachary & Tjondronegoro, Dian W. (2011) Exploring the opportunities and challenges of using mobile sensing for gamification and achievements. In UbiComp 11 : Proceedings of the 2011 ACM Conference on Ubiquitous Computing, ACM Press, Beijing, pp. 1-5.

Direitos

Copyright 2011 ACM.

Fonte

Information Systems; Science & Engineering Faculty; Smart Services CRC

Palavras-Chave #080504 Ubiquitous Computing #080602 Computer-Human Interaction #Gamification #Serious Games #Smart Phones #Orientation #Events #Games #Education
Tipo

Conference Paper