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.show moreshow less

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Metadaten
Author:Oliver KornORCiDGND, Adrian Rees
Publisher:ACM Press
Place of publication:New York
Year of Publication:2019
Pagenumber:10
ISBN:978-1-4503-6232-0
Language:English
Tag:Affective Computing; Biosignals; Emotion Recognition; Gamification; Human Computer Interaction
Parent Title (English):Proceedings of the 12th ACM International Conference on PErvasive Technologies Related to Assistive Environments
First Page:1
Last Page:10
Document Type:Conference Proceeding
Institutes:Hochschule Offenburg / Bibliografie
Acces Right:Frei zugänglich
Release Date:2019/12/20
Licence (German):License LogoEs gilt das UrhG
Note:
PETRA '19 Proceedings of the 12th ACM International Conference on PErvasive Technologies Related to Assistive Environments, Rhodes, Greece — June 05 - 07, 2019
URL:https://www.researchgate.net/publication/333366352_Affective_effects_of_gamification_using_biosignals_to_measure_the_effects_on_working_and_learning_users
DOI:https://doi.org/10.1145/3316782.3316783