Combining augmented cognition and gamification

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Abstract

The strategic goal of augmented cognition is to increase task performance capacity by using physiological sensor feedback to adjust or modify the activity for the user. Gamification has been shown to increase performance by using certain combinations of game elements. Both augmented cognition and gamification address increased task performance capacity. Gamification adds to augmented cognition by directly addressing the motivation of the user to remain engaged in the activity. This has also been referred to as flow, or the optimal experience. This paper describes an example of a gamified activity in which the physiological sensors of augmented cognition are used to foster the optimal experience desired in gamification. Also, discussed is how the strategic goals of augmented cognition and gamification overlap through the use of a gamified example that describes how the components of augmented cognition and elements of gamification can be used together to better achieve the goal of increased task performance capacity. © 2013 Springer-Verlag Berlin Heidelberg.

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APA

Ikehara, C. S., Crosby, M. E., & Silva, P. A. (2013). Combining augmented cognition and gamification. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 8027 LNAI, pp. 676–684). https://doi.org/10.1007/978-3-642-39454-6_72

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