@inproceedings{KornRees2019, author = {Oliver Korn and Adrian Rees}, title = {Affective Effects of Gamification: Using Biosignals to Measure the Effects on Working and Learning Users}, series = {Proceedings of the 12th ACM International Conference on PErvasive Technologies Related to Assistive Environments}, publisher = {ACM Press}, address = {New York}, isbn = {978-1-4503-6232-0}, doi = {10.1145/3316782.3316783}, pages = {1 -- 10}, year = {2019}, abstract = {What emotional effects does gamification have on users who work or learn with repetitive tasks? In this work, we use biosignals to analyze these affective effects of gamification. After a brief discussion of related work, we describe the implementation of an assistive system augmenting work by projecting elements for guidance and gamification. We also show how this system can be extended to analyse users' emotions. In a user study, we analyse both biosignals (facial expressions and electrodermal activity), and regular performance measures (error rate and task completion time). For the performance measures, the results confirm known effects like increased speed and slightly increased error rate. In addition, the analysis of the biosignals provides strong evidence for two major affective effects: the gamification of work and learning tasks incites highly significantly more positive emotions and increases emotionality altogether. The results add to the design of assistive systems, which are aware of the physical as well as the affective context.}, language = {en} }