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...

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Main Authors: Pradorn Sureephong, Kitti Puritat, Suepphong Chernbumroong
Format: Conference Proceeding
Published: 2018
Subjects:
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http://cmuir.cmu.ac.th/jspui/handle/6653943832/57080
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Institution: Chiang Mai University
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spelling th-cmuir.6653943832-570802018-09-05T03:35:58Z Enhancing user performance and engagement through gamification: Case study of aqua republica Pradorn Sureephong Kitti Puritat Suepphong Chernbumroong Computer Science Decision Sciences © 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. 2018-09-05T03:34:40Z 2018-09-05T03:34:40Z 2017-05-01 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/6653943832/57080
institution Chiang Mai University
building Chiang Mai University Library
country Thailand
collection CMU Intellectual Repository
topic Computer Science
Decision Sciences
spellingShingle Computer Science
Decision Sciences
Pradorn Sureephong
Kitti Puritat
Suepphong Chernbumroong
Enhancing user performance and engagement through gamification: Case study of aqua republica
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 Pradorn Sureephong
Kitti Puritat
Suepphong Chernbumroong
author_facet Pradorn Sureephong
Kitti Puritat
Suepphong Chernbumroong
author_sort Pradorn Sureephong
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 2018
url https://www.scopus.com/inward/record.uri?partnerID=HzOxMe3b&scp=85019997361&origin=inward
http://cmuir.cmu.ac.th/jspui/handle/6653943832/57080
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