{"title":"Enhancing user performance and engagement through gamification: Case study of aqua republica","authors":"P. Sureephong, Kitti Puritat, S. Chernbumroong","doi":"10.1109/SKIMA.2016.7916223","DOIUrl":null,"url":null,"abstract":"Implementing game-elements could be beneficial for both participant motivation and performance or outcome. Thus, several researches have argued that the value of gamification could come at a cost to experience or reliability of the task. However, there are only a few studies focusing on game elements and their effect on user performance. In our research, in a set of studies we examined the effects of cooperation, leader boards and awarding badges-basic elements of gamification-by the application of a serious game called Aqua Republica, developed in collaboration with the UNEP-DHI Centre. The experiment design was based on a performance comparison between a “Gamified” group and a “Non-Gamified” group playing Aqua Republica with different gamification environment settings. The indicators of the experiments directly measured the actual use in terms of numerical indicators and self-report. In addition, we have found that using leveling and achievement for the “Gamified” group resulted in a slightly higher performance compared to the “Non-Gamified” group. The overall performance was higher throughout the whole session in the “Gamified” group.","PeriodicalId":417370,"journal":{"name":"2016 10th International Conference on Software, Knowledge, Information Management & Applications (SKIMA)","volume":"38 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"15","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2016 10th International Conference on Software, Knowledge, Information Management & Applications (SKIMA)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/SKIMA.2016.7916223","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 15
Abstract
Implementing game-elements could be beneficial for both participant motivation and performance or outcome. Thus, several researches have argued that the value of gamification could come at a cost to experience or reliability of the task. However, there are only a few studies focusing on game elements and their effect on user performance. In our research, in a set of studies we examined the effects of cooperation, leader boards and awarding badges-basic elements of gamification-by the application of a serious game called Aqua Republica, developed in collaboration with the UNEP-DHI Centre. The experiment design was based on a performance comparison between a “Gamified” group and a “Non-Gamified” group playing Aqua Republica with different gamification environment settings. The indicators of the experiments directly measured the actual use in terms of numerical indicators and self-report. In addition, we have found that using leveling and achievement for the “Gamified” group resulted in a slightly higher performance compared to the “Non-Gamified” group. The overall performance was higher throughout the whole session in the “Gamified” group.