Advertisement

The Gods Play Dice Together: The Influence of Social Elements of Gamification on Seniors’ User Experience

  • Ingmar Wagner
  • Michael MingeEmail author
Conference paper
Part of the Communications in Computer and Information Science book series (CCIS, volume 528)

Abstract

Due to increasing technologization and demographic changes, more and more elderly people are facing the challenge to use internet-based services for information and communication (ICT). In order to reduce frustrating experiences with ICT, such as feelings of helplessness and fear as well as motivational barriers, gamification and serious games are a promising approach. However, we assume that, when designing gamified applications for senior citizens, social aspects play an important role. Our research question aimed at comparing subjective enjoyment and motivational effects by providing different sociable gameplay conditions.

In a laboratory experiment 18 pairs of seniors from 58–85 years of age played an online version of the dice game “Yahtzee”. Each participant worked in a separate room. The pairs were assigned to one of the following social modalities: (1) isolated condition with no interaction at all, (2) shared screen-condition and playing the game against each other knowingly, or (3) shared screen-condition plus video and audio feedback between both participants. By using a set of questionnaires we measured perceived attractiveness, emotional enjoyment, and motivation during the game as well as after the experiment.

Repeated measures during the experiment show that social aspects significantly enhance positive feelings and the willingness to maintain the gaming task.

Keywords

Gamification Serious games Elderly people Social interaction Motivation Emotion 

Notes

Acknowledgment

We would like to thank Assiel Afram and Franziska Trauzettel for their work on the studies.

References

  1. Bartle, R.: Hearts, clubs, diamonds, spades: players who suit MUDs. J. MUD Res. 1(1), 19 (1996)Google Scholar
  2. Bürglen, J., Cymek, D., Adler, F., Grauert, J., Neef, S., Minge, M.: Insights into senior citizens’ attitude towards gamification. In: HFES Europe 2014, Lisbon, Portugal (2014)Google Scholar
  3. Chen, M.: Communication, coordination, and camaraderie in world of warcraft. Games Cult. 4(1), 47–73 (2009)CrossRefGoogle Scholar
  4. Deci, E., Ryan, R.: The “what” and “why” of goal pursuits: human needs and the self-determination of behavior. Psychol. Inq. 11(4), 227–268 (2000)CrossRefGoogle Scholar
  5. Ducheneaut, N., Moore, R.J., Nickell, E.: Virtual “third places”: a case study of sociability in massively multiplayer games. J. Collaborative Comp. 16(1/2), 129–166 (2007)CrossRefGoogle Scholar
  6. Hassenzahl, M., Burmester, M., Koller, F.: Der user experience (UX) auf der Spur: Zum Einsatz von. In: Brau, H., Diefenbach, S., Hassenzahl, M., Koller, F., Peissner, F., Röse, K. (eds.) German UPA Conference 2008, pp. 78–82 (2008). www.attrakdiff.de
  7. Jordan, P.W.: Designing Pleasurable Products: An Introduction to the New Human Factors. Taylor & Francis, London (2000)CrossRefGoogle Scholar
  8. Lang, P.J.: Behavioral treatment and bio-behavioral assessment: computer applications. In: Sidowski, J.B., Johnson, H., Williams, T.A. (eds.) Technology in Mental Health Care Delivery Systems, pp. 119–137. Ablex, Norwood (1980)Google Scholar
  9. McAuley, E., Duncan, T., Tammen, V.V.: Psychometric properties of the intrinsic motivation inventory in a competitive sport setting: a confirmatory factor analysis. Res. Q. Exerc. Sport 60, 48–58 (1989)CrossRefGoogle Scholar
  10. Minge, M., Bürglen, J., Cymek, D.H.: Exploring the potential of gameful interaction design of ICT for the elderly. In: Stephanidis, C. (ed.) HCI 2014, Part II. CCIS, vol. 435, pp. 304–309. Springer, Heidelberg (2014)CrossRefGoogle Scholar
  11. Minge, M., Riedel, L.: meCUE – Ein modularer Fragebogen zur Erfassung des Nutzungserlebens. In: Boll, S., Maaß, S., Malaka, R. (eds.) Mensch und Computer 2013: Interaktive Vielfalt, pp. 89–98. Oldenbourg, Munich (2013). English version available: www.mecue.de
  12. Pérez, M., Gómez, J.: Why do people use social networks? Commun. IIMA 11(2), 41 (2011)Google Scholar
  13. Seay, A., Jerome, W., Lee, K., Kraut, R.: Project massive: a study on online gaming communities. In: CHI 2004 Extended Abstracts on Human Factors in Computing Systems, Vienna, Austria, pp. 1421–1424. ACM Press, New York, 24–29 April 2004Google Scholar
  14. Weibel, D., Wissmath, B., Habegger, S., Steiner, Y., Groner, R.: Playing online games against computer – vs. human-controlled components: effects on presence, flow, and enjoyment. Comput. Hum. Behav. 24(5), 2274–2291 (2008)CrossRefGoogle Scholar
  15. Zichermann, G., Cunningham, C.: Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps, 1st edn. O’Reilly Media, Newton (2011)Google Scholar
  16. Zukowski, T., Brown, I.: Examining the influence of demographic factors on internet users’ information privacy concerns. In: Proceedings of SAICIST 2007, pp. 197–204. Fish River Sun, Sunshine Coast, South Africa (2007)Google Scholar

Copyright information

© Springer International Publishing Switzerland 2015

Authors and Affiliations

  1. 1.Department of Cognitive Psychology and Cognitive ErgonomicsBerlin University of TechnologyBerlinGermany

Personalised recommendations