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.
Original language | English |
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Title of host publication | ACE 2014 - 11th Advances in Computer Entertainment Technology Conference, Proceedings |
Publisher | Association for Computing Machinery |
Volume | 2014-November |
ISBN (Electronic) | 9781450329453 |
DOIs | |
Publication status | Published - 11 Nov 2014 |
Event | 11th Advances in Computer Entertainment Technology Conference, ACE 2014 - Funchal, Madeira, Portugal Duration: 11 Nov 2014 → 14 Nov 2014 |
Other
Other | 11th Advances in Computer Entertainment Technology Conference, ACE 2014 |
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Country/Territory | Portugal |
City | Funchal, Madeira |
Period | 11/11/14 → 14/11/14 |
Keywords
- Children
- Gamification
- Persuasive sociometric technologies