Skip to main content

Applying Social Gamification in a Gamified Point System

  • Conference paper
  • First Online:
HCI in Games (HCII 2020)

Abstract

User engagement measures whether users find value in a product or service, which is highly correlated with overall profitability. If users choose to spend their time on a particular application or website, it means that they found value in it. This allows businesses to monetize products or services through advertising, subscriptions or sales. To increase user engagement, it is necessary to meet user needs to improve their experience. Recently, gamification has become increasingly popular because it applies game mechanics to non-gaming environment like education and shopping to attract and motivate participants. In this paper, we explore using social gamification in a gamified point system. In particular, we focus on two types of user interaction, namely competitive and non-competitive interaction. In preliminary experiments, we obtained positive results from the experimenters.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Hung, Y.H., Parsons, P.: Assessing user engagement in information visualization. In: Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems, pp. 1708–1717. ACM (2017)

    Google Scholar 

  2. User engagement. https://whatis.techtarget.com/definition/user-engagement. Accessed 8 Jan 2020

  3. What is user engagement. https://mixpanel.com/topics/what-is-user-engagement/. Accessed 8 Jan 2020

  4. 5 Methods for increasing app engagement & user retention. https://clearbridgemobile.com/5-methods-for-increasing-app-engagement-user-retention/. Accessed 9 Jan 2020

  5. Starbucks rewards case study. https://zinrelo.com/loyalty-rewards-case-study-new-starbucks-rewards-program.html. Accessed 9 Jan 2020

  6. Social media marketing: the importance of a two-way conversation. https://www.impactbnd.com/blog/social-media-marketing-the-importance-of-a-two-way-conversation. Accessed 9 Jan 2020

  7. Increase participation with social incentives. https://blog.wellsource.com/increase-participation-social-incentives. Accessed 9 Jan 2020

  8. Loyalty program, Wikipedia contributors, Wikipedia, The Free Encyclopedia. https://en.wikipedia.org/wiki/Loyalty_program. Accessed 10 Jan 2020

  9. Practical tips to develop user engagement for e-commerce website. https://www.optimizesmart.com/practical-tips-develop-user-engagement-e-commerce-site/. Accessed 10 Jan 2020

  10. What is customer engagement, and why is it important? https://blog.smile.io/what-is-customer-engagement-and-why-is-it-important. Accessed 10 Jan 2020

  11. Magatef, S.G., Tomalieh, E.F.: The impact of customer loyalty programs on customer retention. Int. J. Bus. Soc. Sci. 6(8), 78–93 (2015)

    Google Scholar 

  12. Liu, B., Tanaka, J.: Gamified point system based on mobile devices. In: The Twelfth International Conference on Advances in Computer-Human Interactions, pp. 174–180 (2019)

    Google Scholar 

  13. 17 Staggering customer loyalty stats that will change your perspective. https://www.claruscommerce.com/blog/17-staggering-customer-loyalty-stats-that-will-change-your-perspective/. Accessed 10 Jan 2020

  14. How to set up an ecommerce loyalty program to improve retention, build community and drive 5X in sales. https://www.bigcommerce.com/blog/online-customer-loyalty-programs/#ideas-for-designing-a-great-ecommerce-loyalty-program. Accessed 10 Jan 2020

  15. The reasons why loyalty programs fail. http://www.theloyaltybox.com/blog/step1-design-planning/why-loyalty-programs-fail/. Accessed 10 Jan 2020

  16. Why the best loyalty programs use social media. https://www.socialandloyal.com/why-the-best-loyalty-programs-use-social-media/. Accessed 10 Jan 2020

  17. How social media can enhance loyalty programs. https://makewebbetter.com/blog/seven-ways-enhance-social-media-loyalty-programs/. Accessed 10 Jan 2020

  18. Social connection, Wikipedia contributors. Social connection. Wikipedia, The Free Encyclopedia. https://en.wikipedia.org/wiki/Social_connection. Accessed 10 Jan 2020

  19. Baumeister, R.F., Leary, M.R.: The need to belong: desire for interpersonal attachments as a fundamental human motivation. Psychol. Bull. 117(3), 497 (1995)

    Article  Google Scholar 

  20. Lieberman, M.D.: Social: Why Our Brains Are Wired To Connect. Oxford University Press, Oxford (2015)

    Google Scholar 

  21. Enzmann, M., Schneider, M.: Improving customer retention in e-commerce through a secure and privacy-enhanced loyalty system. Inf. Syst. Front. 7(4–5), 359–370 (2005)

    Article  Google Scholar 

  22. Coskun, V., Ozdenizci, B., Ok, K., et al.: Design and development of NFC enabled loyalty system. In: Proceedings of the 6th International Conference of Advanced Computer Systems and Networks: Design and Application, Lviv, Ukraine, pp. 16–18 (2013)

    Google Scholar 

  23. Lim, S., Lee, B.: Online loyalty programs viewed from a searchability perspective. In: Proceedings of the 14th Annual International Conference on Electronic Commerce, pp. 255–262. ACM (2012)

    Google Scholar 

  24. Kim, Y., Srivastava, J.: Impact of social influence in e-commerce decision making. In: Proceedings of the Ninth International Conference on Electronic Commerce, pp. 293–302. ACM (2007)

    Google Scholar 

  25. Lee, J., Kim, J., Moon, J.Y.: What makes Internet users visit cyber stores again? Key design factors for customer loyalty. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 305–312. ACM (2000)

    Google Scholar 

  26. Zhu, H., Huberman, B., Luon, Y.: To switch or not to switch: understanding social influence in online choices. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 2257–2266. ACM (2012)

    Google Scholar 

  27. Li, M., Dong, Z.Y., Chen, X.: Factors influencing consumption experience of mobile commerce: a study from experiential view. Internet Res. 22(2), 120–141 (2012)

    Article  Google Scholar 

  28. Huotari, K., Hamari, J.: Defining gamification: a service marketing perspective. In: Proceeding of the 16th International Academic MindTrek Conference, pp. 17–22. ACM (2012)

    Google Scholar 

  29. Li, W., Grossman, T., Fitzmaurice, G.: CADament: a gamified multiplayer software tutorial system. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 3369–3378. ACM (2014)

    Google Scholar 

  30. Dergousoff, K., Mandryk, R.L.: Mobile gamification for crowdsourcing data collection: leveraging the freemium model. In: Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, pp. 1065–1074. ACM (2015)

    Google Scholar 

  31. Zichermann, G., Linder, J.: Game-Based Marketing: Inspire Customer Loyalty Through Rewards, Challenges, and Contests. Wiley, New York (2010)

    Google Scholar 

  32. Arawjo, I., Wang, C.Y., Myers, A.C., et al.: Teaching programming with gamified semantics. In: Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, pp. 4911–4923. ACM (2017)

    Google Scholar 

  33. Zhao, Z., Arya, A., Whitehead, A., et al.: Keeping users engaged through feature updates: a long-term study of using wearable-based exergames. In: CHI, pp. 1053–1064. ACM (2017)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Boyang Liu .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2020 Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Liu, B., Tanaka, J. (2020). Applying Social Gamification in a Gamified Point System. In: Fang, X. (eds) HCI in Games. HCII 2020. Lecture Notes in Computer Science(), vol 12211. Springer, Cham. https://doi.org/10.1007/978-3-030-50164-8_10

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-50164-8_10

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-50163-1

  • Online ISBN: 978-3-030-50164-8

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics