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Affective Effects of Gamification: Using Biosignals to Measure the Effects on Working and Learning Users

  • 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 toWhat 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.…zeige mehrzeige weniger

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Metadaten
Dokumentart:Konferenzveröffentlichung
Art der Konferenzveröffentlichung:Konferenzartikel
Zitierlink: https://opus.hs-offenburg.de/3725
Bibliografische Angaben
Titel (Englisch):Affective Effects of Gamification: Using Biosignals to Measure the Effects on Working and Learning Users
Konferenzangaben:12th ACM International Conference on PErvasive Technologies Related to Assistive Environments, Rhodes, Greece, June 05-07, 2019
Verfasserangaben:Oliver KornStaff MemberORCiDGND, Adrian ReesStaff Member
Erscheinungsjahr:2019
Verlagsort:New York
Verlag:ACM Press
Seitenanzahl:10
Erste Seite:1
Letzte Seite:10
Titel des übergeordneten Werkes (Englisch):Proceedings of the 12th ACM International Conference on PErvasive Technologies Related to Assistive Environments
ISBN:978-1-4503-6232-0
DOI:https://doi.org/10.1145/3316782.3316783
URL:https://www.researchgate.net/publication/333366352
Sprache:Englisch
Inhaltliche Informationen
Fakultäten / Einrichtungen:Fakultät Medien und Informationswesen (M+I) (bis 21.04.2021)
Forschung:ACI - Affective and Cognitive Institute
Sammlungen der Hochschule Offenburg:Bibliografie
Freies Schlagwort / Tag:Affective Computing; Biosignals; Emotion Recognition; Gamification; Human Computer Interaction
Formale Angaben
Open-Access-Status: Open Access 
 Bronze 
Lizenz (Deutsch):License LogoUrheberrechtlich geschützt