Enhancing user performance and engagement through gamification: Case study of aqua republica

© 2016 IEEE. Implementing game-elements could be beneficial for both participant motivation and performance or outcome. Thus, several researches have argued that the value of gamification could come at a cost to experience or reliability of the task. However, there are only a few studies focusing on...

Full description

Saved in:
Bibliographic Details
Main Authors: Sureephong P., Puritat K., Chernbumroong S.
Format: Conference Proceeding
Published: 2017
Online Access:https://www.scopus.com/inward/record.uri?partnerID=HzOxMe3b&scp=85019997361&origin=inward
http://cmuir.cmu.ac.th/jspui/handle/6653943832/40474
Tags: Add Tag
No Tags, Be the first to tag this record!
Institution: Chiang Mai University
id th-cmuir.6653943832-40474
record_format dspace
spelling th-cmuir.6653943832-404742017-09-28T04:09:43Z Enhancing user performance and engagement through gamification: Case study of aqua republica Sureephong P. Puritat K. Chernbumroong S. © 2016 IEEE. Implementing game-elements could be beneficial for both participant motivation and performance or outcome. Thus, several researches have argued that the value of gamification could come at a cost to experience or reliability of the task. However, there are only a few studies focusing on game elements and their effect on user performance. In our research, in a set of studies we examined the effects of cooperation, leader boards and awarding badges-basic elements of gamification-by the application of a serious game called Aqua Republica, developed in collaboration with the UNEP-DHI Centre. The experiment design was based on a performance comparison between a 'Gamified' group and a 'Non-Gamified' group playing Aqua Republica with different gamification environment settings. The indicators of the experiments directly measured the actual use in terms of numerical indicators and self-report. In addition, we have found that using leveling and achievement for the 'Gamified' group resulted in a slightly higher performance compared to the 'Non-Gamified' group. The overall performance was higher throughout the whole session in the 'Gamified' group. 2017-09-28T04:09:43Z 2017-09-28T04:09:43Z Conference Proceeding 2-s2.0-85019997361 10.1109/SKIMA.2016.7916223 https://www.scopus.com/inward/record.uri?partnerID=HzOxMe3b&scp=85019997361&origin=inward http://cmuir.cmu.ac.th/jspui/handle/6653943832/40474
institution Chiang Mai University
building Chiang Mai University Library
country Thailand
collection CMU Intellectual Repository
description © 2016 IEEE. Implementing game-elements could be beneficial for both participant motivation and performance or outcome. Thus, several researches have argued that the value of gamification could come at a cost to experience or reliability of the task. However, there are only a few studies focusing on game elements and their effect on user performance. In our research, in a set of studies we examined the effects of cooperation, leader boards and awarding badges-basic elements of gamification-by the application of a serious game called Aqua Republica, developed in collaboration with the UNEP-DHI Centre. The experiment design was based on a performance comparison between a 'Gamified' group and a 'Non-Gamified' group playing Aqua Republica with different gamification environment settings. The indicators of the experiments directly measured the actual use in terms of numerical indicators and self-report. In addition, we have found that using leveling and achievement for the 'Gamified' group resulted in a slightly higher performance compared to the 'Non-Gamified' group. The overall performance was higher throughout the whole session in the 'Gamified' group.
format Conference Proceeding
author Sureephong P.
Puritat K.
Chernbumroong S.
spellingShingle Sureephong P.
Puritat K.
Chernbumroong S.
Enhancing user performance and engagement through gamification: Case study of aqua republica
author_facet Sureephong P.
Puritat K.
Chernbumroong S.
author_sort Sureephong P.
title Enhancing user performance and engagement through gamification: Case study of aqua republica
title_short Enhancing user performance and engagement through gamification: Case study of aqua republica
title_full Enhancing user performance and engagement through gamification: Case study of aqua republica
title_fullStr Enhancing user performance and engagement through gamification: Case study of aqua republica
title_full_unstemmed Enhancing user performance and engagement through gamification: Case study of aqua republica
title_sort enhancing user performance and engagement through gamification: case study of aqua republica
publishDate 2017
url https://www.scopus.com/inward/record.uri?partnerID=HzOxMe3b&scp=85019997361&origin=inward
http://cmuir.cmu.ac.th/jspui/handle/6653943832/40474
_version_ 1681421816815419392