User engagement measures whether users find value in a product or service, which is highly correlated with overall profitability. If users choose to spend their time on a particular application or website, it means that they found value in it. This allows businesses to monetize products or services through advertising, subscriptions or sales. To increase user engagement, it is necessary to meet user needs to improve their experience. Recently, gamification has become increasingly popular because it applies game mechanics to non-gaming environment like education and shopping to attract and motivate participants. In this paper, we explore using social gamification in a gamified point system. In particular, we focus on two types of user interaction, namely competitive and non-competitive interaction. In preliminary experiments, we obtained positive results from the experimenters.
CITATION STYLE
Liu, B., & Tanaka, J. (2020). Applying social gamification in a gamified point system. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 12211 LNCS, pp. 148–161). Springer. https://doi.org/10.1007/978-3-030-50164-8_10
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