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Value-Based Design for Gamifying Daily Activities

  • Mizuki Sakamoto
  • Tatsuo Nakajima
  • Todorka Alexandrova
Part of the Lecture Notes in Computer Science book series (LNCS, volume 7522)

Abstract

Computing technologies allow us to gamify our daily activities by embedding computers in our environments. In this paper, we propose a value-based gamification framework for increasing intrinsic motivation in our daily life. We introduce five values and a conceptual framework based on these values. Then, as an example we show how the values are used in Augmented Trading Card Game during its design.

Keywords

Intrinsic Motivation Extrinsic Motivation Transtheoretical Model Virtual Character Favorite Character 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

References

  1. 1.
    Sakamoto, M., Nakajima, T., Tokunaga, E., Alexandrova, T.: Augmenting Trading Card Play with Empathetic Virtual Characters. In: HumanCom 2012 (2012)Google Scholar

Copyright information

© IFIP International Federation for Information Processing 2012

Authors and Affiliations

  • Mizuki Sakamoto
    • 1
  • Tatsuo Nakajima
    • 1
  • Todorka Alexandrova
    • 1
  1. 1.Department of Computer Science and EngineeringWaseda UniversityJapan

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