Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems 2017
DOI: 10.1145/3025453.3025982
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Keeping Users Engaged through Feature Updates

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Cited by 37 publications
(14 citation statements)
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“…Gamification, commonly referred to as the "use of game design elements in non-game contexts" [50], is a valuable tool to create user engagement and to encourage desired behaviours [26,86]. Gamification has been implemented and investigated across a wide range of domains, including enterprise applications [143,161,175], education [49,81,96], and sports [102,204]. However, research on gamification in science has mostly been limited to citizen science, trying to encourage the general public to contribute to scientific processes [21,66,151].…”
Section: Gamificationmentioning
confidence: 99%
“…Gamification, commonly referred to as the "use of game design elements in non-game contexts" [50], is a valuable tool to create user engagement and to encourage desired behaviours [26,86]. Gamification has been implemented and investigated across a wide range of domains, including enterprise applications [143,161,175], education [49,81,96], and sports [102,204]. However, research on gamification in science has mostly been limited to citizen science, trying to encourage the general public to contribute to scientific processes [21,66,151].…”
Section: Gamificationmentioning
confidence: 99%
“…On one side, we dropped all potential advantages of having linked stories-concerning engagement, motivation, etc. [77]; on the other side, we created a self-sustained concept: if it is sufficiently engaging and motivating, there is potential for continued play [78]. To improve game experience and user motivation, we have incorporated other gamification construction elements, such as feedback, progression, time constraints, and score [43].…”
Section: Resultsmentioning
confidence: 99%
“…According to [69], it is important to ensure an adequate level of gamification, as excessive elements may distract users from the main purpose of the activities. By design, the exergame allows the seamless integration of new contents, possibly contributing to sustain players engagement in the long-term [78], or even adapt the exergame to other disabilities.…”
Section: Resultsmentioning
confidence: 99%
“…Additionally, it may be possible that the provided T-shirt was perceived as not sufficiently fashionable [ 96 ], which could be overcome by providing personalization options for the smart T-shirt [ 53 ]. In future studies it may also be researched how dynamic tailoring can be applied to a broader range of game elements, not focusing only on physical activity challenges, but also on automatically modifying game types, preferences, play time, or even preferred game features [ 97 ] that can be released gradually to increase engagement [ 98 ].…”
Section: Discussionmentioning
confidence: 99%