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One Size Does Not Fit All: Applying the Right Game Concepts for the Right Persons to Encourage Non-game Activities

  • Hina AkasakiEmail author
  • Shoko Suzuki
  • Kanako Nakajima
  • Koko Yamabe
  • Mizuki Sakamoto
  • Todorka Alexandrova
  • Tatsuo Nakajima
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 9735)

Abstract

In this paper, we present some insights extracted from experiences with conducting three case studies that show how different game-based approaches affect people’s motivation to encourage more activities in digital services. The first case study is a game-based English words learning application. The second case study is a gamified sharing economy service. The third case study is a persuasive service customized for a user’s unique preference. The results of the case studies show that adopting only one approach is not effective to motivate all diverse people, and multiple approaches should be incorporated when developing digital services that motivate diverse users by game-based approaches.

Keywords

Gamification Human motivation Personality Preference Learning Sharing economy Healthcare 

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Copyright information

© Springer International Publishing Switzerland 2016

Authors and Affiliations

  • Hina Akasaki
    • 1
    Email author
  • Shoko Suzuki
    • 1
  • Kanako Nakajima
    • 1
  • Koko Yamabe
    • 1
  • Mizuki Sakamoto
    • 1
  • Todorka Alexandrova
    • 1
  • Tatsuo Nakajima
    • 1
  1. 1.Department of Computer Science and EngineeringWaseda UniversityTokyoJapan

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