Beyond gamification: Sociometric technologies that encourage reflection before behavior change

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

Publikation: Bidrag til bog/antologi/rapport/konference-proceedingKonferencebidrag i proceedingsForskningpeer review

Resumé

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.
OriginalsprogEngelsk
TitelProceedings of the 11th Conference on Advances in Computer Entertainment Technology (ACE '14)
Antal sider6
ForlagAssociation for Computing Machinery
Publikationsdato2014
Artikelnummer27
ISBN (Elektronisk)978-1-4503-2945-3
DOI
StatusUdgivet - 2014
Begivenhed11th Conference on Advances in Computer Entertainment Technology - Funchal, Portugal
Varighed: 11. nov. 201414. nov. 2014
Konferencens nummer: 11

Konference

Konference11th Conference on Advances in Computer Entertainment Technology
Nummer11
LandPortugal
ByFunchal
Periode11/11/201414/11/2014

Fingeraftryk

Display devices
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Citer dette

Belim, V., Lyra, O., Teixeira, P., Caraban, A., Ferreira, M. J., Gouveia, R., ... Karapanos, E. (2014). Beyond gamification: Sociometric technologies that encourage reflection before behavior change. I Proceedings of the 11th Conference on Advances in Computer Entertainment Technology (ACE '14) [27] Association for Computing Machinery. https://doi.org/10.1145/2663806.2663828
Belim, Vítor ; Lyra, Olga ; Teixeira, Pedro ; Caraban, Ana ; Ferreira, María José ; Gouveia, Rúben ; Lucero, Andrés ; Karapanos, Evangelos. / Beyond gamification : Sociometric technologies that encourage reflection before behavior change. Proceedings of the 11th Conference on Advances in Computer Entertainment Technology (ACE '14). Association for Computing Machinery, 2014.
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Belim, V, Lyra, O, Teixeira, P, Caraban, A, Ferreira, MJ, Gouveia, R, Lucero, A & Karapanos, E 2014, Beyond gamification: Sociometric technologies that encourage reflection before behavior change. i Proceedings of the 11th Conference on Advances in Computer Entertainment Technology (ACE '14)., 27, Association for Computing Machinery, 11th Conference on Advances in Computer Entertainment Technology, Funchal, Portugal, 11/11/2014. https://doi.org/10.1145/2663806.2663828

Beyond gamification : Sociometric technologies that encourage reflection before behavior change. / Belim, Vítor; Lyra, Olga; Teixeira, Pedro; Caraban, Ana; Ferreira, María José; Gouveia, Rúben; Lucero, Andrés; Karapanos, Evangelos.

Proceedings of the 11th Conference on Advances in Computer Entertainment Technology (ACE '14). Association for Computing Machinery, 2014. 27.

Publikation: Bidrag til bog/antologi/rapport/konference-proceedingKonferencebidrag i proceedingsForskningpeer review

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AU - Belim, Vítor

AU - Lyra, Olga

AU - Teixeira, Pedro

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AU - Gouveia, Rúben

AU - Lucero, Andrés

AU - Karapanos, Evangelos

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AB - 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.

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Belim V, Lyra O, Teixeira P, Caraban A, Ferreira MJ, Gouveia R et al. Beyond gamification: Sociometric technologies that encourage reflection before behavior change. I Proceedings of the 11th Conference on Advances in Computer Entertainment Technology (ACE '14). Association for Computing Machinery. 2014. 27 https://doi.org/10.1145/2663806.2663828