Usability improvement of life-logging contents based on gamification factors

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Abstract

Recently, the application of a gamification factor to application contents has been initiated, but it is not actively applied in life-logging applications because it focuses on information recording and data visualization. The purpose of this paper is to verify that the usage rate is improved when the gamification element is applied to a life-logging application. We individually classified them into groups, applying gamification factors of ‘Acting’, ‘Achievement’ and ‘Social’ for the life-logging application, along with a ‘3 factors’ group applying all three elements to carry out the experiment. As to the results of the experiment, we confirmed significance in that the usage rate of the group applying gamification factors was 6.4 times or more than that of the control group. Based on the experiment results, it is expected that it will serve as a basis for providing enjoyable behavior and application usage rates beyond the simple function of user records by applying gamification factors to life-logging applications effectively.

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APA

Kwak, S., & Kwon, J. (2018). Usability improvement of life-logging contents based on gamification factors. In Lecture Notes in Electrical Engineering (Vol. 474, pp. 1326–1331). Springer Verlag. https://doi.org/10.1007/978-981-10-7605-3_211

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