Beyond gamification: Sociometric technologies that encourage reflection before behavior change

Vítor Belim, Olga Lyra, Pedro Teixeira, Ana Caraban, Maria José Ferreira, Rúben Gouveia, Andrés Lucero, Evangelos Karapanos

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

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 languageEnglish
Title of host publicationACE 2014 - 11th Advances in Computer Entertainment Technology Conference, Proceedings
PublisherAssociation for Computing Machinery
Volume2014-November
ISBN (Electronic)9781450329453
DOIs
Publication statusPublished - 11 Nov 2014
Event11th Advances in Computer Entertainment Technology Conference, ACE 2014 - Funchal, Madeira, Portugal
Duration: 11 Nov 201414 Nov 2014

Other

Other11th Advances in Computer Entertainment Technology Conference, ACE 2014
Country/TerritoryPortugal
CityFunchal, Madeira
Period11/11/1414/11/14

Keywords

  • Children
  • Gamification
  • Persuasive sociometric technologies

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