Introducing Gamification Techniques into a Collaborative Mobile Application for Marking Locations’ Accessibility Level

Alan Rodrigo Patriarca Santana, Andre Luiz Satoshi Kawamoto
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Abstract

In recent years, the need to guarantee access to people with limited mobility has made identifying accessible places to facilitate displacement and avoid possible barriers a critical task. In this sense, through an application based on maps and crowdsourcing, collaborative marking of locations is a viable alternative to maximize the identification of establishments and roads endowed with architectural resources that favor access. That is the premise of the Visibility application, which uses a map system to mark accessible locations and parking spaces for people in wheelchairs. This work aims to report the process of introducing gamification techniques to improve the engagement and motivation of the Visibility users to collaborate in marking places. Here we present the gamification techniques incorporated into the app, implementation choices, and results obtained so far.
将游戏化技术引入协作移动应用程序,用于标记地点的可访问性级别
近年来,由于需要保证行动不便的人能够进入,因此确定可进入的地点以促进流离失所和避免可能的障碍成为一项关键任务。从这个意义上说,通过基于地图和众包的应用程序,协作标记位置是一种可行的替代方案,可以最大限度地识别具有建筑资源的场所和道路。这是Visibility应用程序的前提,它使用地图系统为坐轮椅的人标记可到达的位置和停车位。这项工作旨在报告引入游戏化技术的过程,以提高可见度用户在标记地点时的参与度和积极性。在此,我们将介绍应用中的游戏化技术、实现选择以及迄今为止所获得的结果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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