Abstract
The United States prison system faces staggering levels of recidivism – the observed phenomenon wherein justice-involved individuals (JII) on parole are re-convicted and entered back into correctional facilities. Combined with the large existing prison population, this leads to an overtaxing of the human resources available for JII management and a worsened quality of life for previously-incarcerated individuals. A framework for successful reintegration – the Five Keys of Reentry – has been formulated, but the process risks user un-investment due to the heavily differing perceived difficulties between seemingly-equal tasks. We solve both problems at once by creating a JII-facing smartphone app and case-manager facing web app which collectively guide JII through the Five Keys using a gamified task system with dynamic point reallocation to account for signs of mismatch between effort and reward. We show the usefulness of our system using the use case of possible user interaction with the resulting application. We also discuss the hurdles of its practical implementation, system evaluation methodology and additional points of academic intrigue.
This work was supported by the National Institute of Justice Award No. 2019-75-CX-K001. We would like to thank Jessica Le for her comments and suggestions.
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Diliberti, N. et al. (2023). Supporting and Motivating Re-integration of Justice-Involved Individuals Through Dynamic Gamification. In: Kurosu, M., Hashizume, A. (eds) Human-Computer Interaction. HCII 2023. Lecture Notes in Computer Science, vol 14014. Springer, Cham. https://doi.org/10.1007/978-3-031-35572-1_18
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