Heuristics for designing enjoyable user interfaces: Lessons from computer games
CHI '82 Proceedings of the 1982 Conference on Human Factors in Computing Systems
GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Playful bottle: a mobile social persuasion system to motivate healthy water intake
Proceedings of the 11th international conference on Ubiquitous computing
Applying game achievement systems to enhance user experience in a photo sharing service
Proceedings of the 13th International MindTrek Conference: Everyday Life in the Ubiquitous Era
MoviPill: improving medication compliance for elders using a mobile persuasive social game
Proceedings of the 12th ACM international conference on Ubiquitous computing
Investigando a percepção dos usuários sobre os mecanismos de gamificação da rede social foursquare
Companion Proceedings of the 11th Brazilian Symposium on Human Factors in Computing Systems
A gamified mobile application for engaging new students at university orientation
Proceedings of the 24th Australian Computer-Human Interaction Conference
Mystery at the library: encouraging library exploration using a pervasive mobile game
Proceedings of the 24th Australian Computer-Human Interaction Conference
The effect of virtual achievements on student engagement
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
TiNYARM: Awareness of Research Papers in a Community of Practice
Proceedings of the 13th International Conference on Knowledge Management and Knowledge Technologies
COR: a new course framework based on elements of game design
Proceedings of the 14th annual ACM SIGITE conference on Information technology education
An experience report on using gamification in technical higher education
Proceedings of the 45th ACM technical symposium on Computer science education
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Adding game elements to an application to motivate use and enhance the user experience is a growing trend known as gamification. This study explores the use of game achievements when applied to a mobile application designed to help new students at university. This paper describes the foundations of a design framework used to integrate game elements to Orientation Passport, a personalised orientation event application for smart phones. Orientation Passport utilises game achievements to present orientation information in an engaging way and to encourage use of the application. The system is explained in terms of the design framework, and the findings of a pilot study involving 26 new students are presented. This study contributes the foundations of a design framework for general gamified achievement design. It also suggests that added game elements can be enjoyable but can potentially encourage undesirable use by some, and aren't as enjoyable if not enforced properly by the technology. Consideration is also needed when enforcing stricter game rules as usability can be affected.