Author(s):
- Aoi Nagatani
- Sinan Chen
- Masahide Nakamura
- Sachio Saiki
Abstract:
Continuous data input is essential for lifelogging services, where users input their daily records. But whether the user can continuously input data depends mainly on the user’s motivation. This article presents a new method of introducing gamification in line with the purpose of lifelogging. The authors introduce a comprehensive set of gamification features based on motivation subscales into a lifelogging service. Meanwhile, the authors elucidate which gamification features correspond to which motivation subscales are effective for lifelogging, including intrinsic motivation, introjected regulation, integrated regulation, identified regulation, and external regulation. As a case study, the authors introduce the five gamification features corresponding to each motivation subscale into work support service (WSS) designed to record and review work hours. The authors also compare and evaluate changes in user behavior before and after the introduction of the gamification features. In this way, user motivation for continuous input increases when gamification in the WSS is confirmed.
Documentation:
https://doi.org/10.4018/IJSI.313445
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