Diana Grüger, Julian Weiblen, Philip Weber, Thomas Ludwig
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引用次数: 0
Abstract
A large number of mobile apps support the sustainable use of food. These apps often use playful elements to enhance the user experience and promote their long-term use. However, we know little about which conceptual aspects of gamification and which gamified elements are actually used in the context of sustainable food apps. Therefore, in this paper, we analyse 76 mobile apps from the Google Play Store found with the term ‘sustainable food’ of which we analyse 27 apps in detail using the Gameful Design Heuristics. Our analysis uncovers a low average heuristics score and an unbalanced usage of subheuristics and heuristic categories. Additionally, gamification is unevenly distributed among food themes and sustainability categories. This study’s results contribute to the research on commercial gamified apps related to sustainability and food. Thus, this paper contributes to gamification design by identifying design opportunities that serve as interesting starting points for future work.
大量的移动应用程序支持食物的可持续利用。这些应用程序通常使用有趣的元素来增强用户体验并促进其长期使用。然而,我们对游戏化的哪些概念方面以及哪些游戏化元素实际用于可持续食品应用程序知之甚少。因此,在本文中,我们分析了来自Google Play Store的76款带有“可持续食物”一词的手机应用,并使用Gameful Design Heuristics详细分析了其中的27款应用。我们的分析揭示了一个低平均启发式得分和一个不平衡的使用子启发式和启发式类别。此外,游戏化在食物主题和可持续性类别中分布不均。这项研究的结果有助于研究与可持续性和食品相关的商业游戏化应用程序。因此,本文通过识别作为未来工作有趣起点的设计机会,为游戏化设计做出了贡献。