Exploring the opportunities and challenges of using mobile sensing for gamification and achievements
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.
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.
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|Item Type:||Conference Paper|
|Keywords:||Gamification, Serious Games, Smart Phones, Orientation, Events, Games, Education|
|Subjects:||Australian and New Zealand Standard Research Classification > INFORMATION AND COMPUTING SCIENCES (080000) > DISTRIBUTED COMPUTING (080500) > Ubiquitous Computing (080504)
Australian and New Zealand Standard Research Classification > INFORMATION AND COMPUTING SCIENCES (080000) > INFORMATION SYSTEMS (080600) > Computer-Human Interaction (080602)
|Divisions:||Past > Schools > Information Systems
Current > QUT Faculties and Divisions > Science & Engineering Faculty
Current > Research Centres > Smart Services CRC
|Copyright Owner:||Copyright 2011 ACM.|
|Deposited On:||15 Feb 2012 01:58|
|Last Modified:||16 Feb 2012 21:34|
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