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A quantitative method for evaluating the complexity of implementing and performing game features in physically-interactive gamified applications
Affiliation:1. Industrial and Manufacturing Engineering, The Pennsylvania State University, University Park, PA 16802, USA;2. Engineering Design Technology and Professional Programs, The Pennsylvania State University, University Park, PA 16802, USA;3. Computer Science and Engineering, The Pennsylvania State University, University Park, PA 16802, USA;1. Connected Intelligence Centre, University of Technology Sydney, NSW 2008, Australia;2. Centre for Research on Learning and Innovation, The University of Sydney, NSW 2006 Australia;3. Institute of Education, Massey University, 0632 Auckland, New Zealand;4. School of Education and Professional Studies, Griffith University, Brisbane, QLD 4122, Australia;5. Serra Húnter Fellow, Department of Information and Communication Technologies, Universitat Pompeu Fabra, Roc Boronat 138, 08018 Barcelona, Spain;6. School of Telecommunications Engineering, Universidad de Valladolid, Paseo Belén 15, 47011 Valladolid, Spain;7. Center of Excellence in Educational Innovation, Tallinn University, Uus-Sadama 5, 10120 Tallinn, Estonia;1. Centre for Clinical Research, Uppsala University, Västmanland County Hospital Västerås, S-72189 Västerås, Sweden;2. School of Health, Care and Social Welfare, Mälardalen University, Box 883, S-72123 Västerås, Sweden;1. Software Engineering Department, College of Computer and Information Sciences, King Saud University, Riyadh, Saudi Arabia;2. Winchester School of Art, University of Southampton, Southampton, United Kingdom;3. School of Electronics and Computer Science, University of Southampton, Southampton, United Kingdom;1. Federal University of Alagoas (UFAL), Campus Arapiraca/Pólo Penedo, Av. Beira Rio, 57200-000 Penedo, AL, Brazil;2. Computing Institute, Federal University of Alagoas (UFAL), Campus A.C. Simões, Cidade Universitária, 57072-970 Maceió, AL, Brazil;3. Institute of Mathematics and Computer Science, University of São Paulo (USP), Avenida Trabalhador São-carlense, 400 Centro, 13566-590 São Carlos, SP, Brazil;4. Center of Exact and Natural Sciences, Federal University of Pernambuco, Av. Prof Moraes Rego, 1235 – Cidade Universitária, Recife, PE, CEP 50670-901, Brazil
Abstract:Gamification aims to implement game features in non-game contexts, with the goal of increasing the motivation of individuals performing a specific task or set of tasks. The tasks themselves, can focus on cognitive behavior change (e.g., overcoming anxiety) or physical behavior change (e.g., overcoming a shoulder injury). Current gamification methods primarily serve as guidelines and principles for the design of gamified applications. Moreover, these methods often overlook the complexity of actually implementing the game features and do not consider the effects that game features have on individuals' ability to perform a target task. A knowledge gap exists in understanding the tradeoffs between the complexity of implementing a game feature and the impact it has on increasing individuals' motivation and performance on a particular task or set of tasks. This paper presents a method for evaluating the complexity of implementing game features and the physical effort required to perform the tasks of the application, with a specific focus on physically-interactive gamified applications. Designers will gain a fundamental understanding of how the implementation of specific game features, contributes toward the objective of the application. A case study is presented that focuses on physically-interactive gamified applications in a virtual environment. Empirical results measuring the effects of game features on participants' performance are presented, which provide evidence in support of the metrics proposed in this study. Knowledge gained from this work will inform designers on how to manage their resources more efficiently and predict possible design issues (e.g., not meeting the objective of the application) while creating gamification applications.
Keywords:Gamification  Game features  Active game  User engagement  Behavior change  Human performance
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