Heuristics for designing enjoyable user interfaces: Lessons from computer games
CHI '82 Proceedings of the 1982 Conference on Human Factors in Computing Systems
Playful bottle: a mobile social persuasion system to motivate healthy water intake
Proceedings of the 11th international conference on Ubiquitous computing
MoviPill: improving medication compliance for elders using a mobile persuasive social game
Proceedings of the 12th ACM international conference on Ubiquitous computing
Orientation Passport: using gamification to engage university students
Proceedings of the 23rd Australian Computer-Human Interaction Conference
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The term gamification describes the addition of game elements to non-game contexts as a means to motivate and engage users. This study investigates the design, delivery and pilot evaluation of a gamified, smartphone application built to introduce new students to the campus, services and people at university during their first few weeks. This paper describes changes to the application made after an initial field study was undertaken and provides an evaluation of the impact of the redesign. Survey responses were collected from thirteen students and usage data was captured from 105 students. Results indicate three levels of user engagement and suggest that there is value in adding game elements to the experience in this way. A number of issues are identified and discussed based on game challenges, input, and facilitating game elements in an event setting such as university orientation.