Please use this identifier to cite or link to this item: https://ktisis.cut.ac.cy/handle/10488/13299
Title: Beyond gamification: sociometric technologies that encourage reflection before behavior change
Authors: Belim, Vítor 
Lyra, Olga 
Teixeira, Pedro 
Caraban, Ana 
Ferreira, Maria José 
Gouveia, Rúben 
Lucero, Andrés 
Karapanos, Evangelos 
Keywords: Children;Gamification;Persuasive sociometric technologies
Category: Computer and Information Sciences
Field: Natural Sciences
Issue Date: Nov-2014
Publisher: Association for Computing Machinery
Source: 11th Conference on Advances in Computer Entertainment Technology, 2014, 11 - 14 November, Funchal, Portugal
DOI: 10.1145/2663806.2663828
Conference: Conference on Advances in Computer Entertainment Technology 
Abstract: Gamification, the use of game design elements, such as points, levels, badges and achievements, in non-game contexts is a promising approach for encouraging desired behaviors. In this paper we describe our design process and early evaluation of a prototype that sensed children's social interactions (i.e., physical proximity) in the playground, and attempted to encourage pro-social behaviors through motivational feedback on a public display. We illustrate how we came to realize the potentially detrimental effect of gamification on children's intrinsic motivation and depth of reflection, and how we attempted to circumvent this through encouraging empathic understanding on children regarding the consequences of their behaviors on others.
URI: http://ktisis.cut.ac.cy/handle/10488/13299
Rights: Copyright © 2014 ACM.
Type: Article
Appears in Collections:Δημοσιεύσεις σε συνέδρια/Conference papers

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