The Effect of Gamification on Emotions - The Potential of Facial Recognition in Work Environmentsns
- Gamification means using video game elements to improve user experience and user engagement in non-game services and applications. This article describes the effects when gamification is used in work contexts. Here we focus on industrial production. We describe how facial recognition can be employed to measure and quantify the effect of gamification on the users’ emotions.
The quantitativeGamification means using video game elements to improve user experience and user engagement in non-game services and applications. This article describes the effects when gamification is used in work contexts. Here we focus on industrial production. We describe how facial recognition can be employed to measure and quantify the effect of gamification on the users’ emotions.
The quantitative results show that gamification significantly reduces both task completion time and error rate. However, the results concerning the effect on emotions are surprising. Without gamification there are not only more unhappy expressions (as to expect) but surprisingly also more happy expressions. Both findings are statistically highly significant.
We think that in redundant production work there are generally more (negative) emotions involved. When there is no gamification happy and unhappy balance each other. In contrast gamification seems to shift the spectrum of moods towards “relaxed”. Especially for work environments such a calm attitude is a desirable effect on the users. Thus our findings support the use of gamification.…
Document Type: | Conference Proceeding |
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Conference Type: | Konferenzartikel |
Zitierlink: | https://opus.hs-offenburg.de/4375 | Bibliografische Angaben |
Title (English): | The Effect of Gamification on Emotions - The Potential of Facial Recognition in Work Environmentsns |
Conference: | 17th International Conference (HCI International 2015), Los Angeles, CA, USA, August 2-7 2015 |
Author: | Oliver KornStaff MemberORCiDGND, Sandra Boffo, Albrecht Schmidt |
Year of Publication: | 2015 |
Place of publication: | Cham |
Publisher: | Springer |
First Page: | 489 |
Last Page: | 499 |
Parent Title (English): | Human-Computer Interaction: Design and Evaluation |
Editor: | Masaaki Kurosu |
Volume: | LNCS 9169 |
ISBN: | 978-3-319-20900-5 (Softcover) |
ISBN: | 978-3-319-20901-2 (eBook) |
DOI: | https://doi.org/10.1007/978-3-319-20901-2_46 |
Language: | English | Inhaltliche Informationen |
Institutes: | Forschung / ACI - Affective and Cognitive Institute |
Fakultät Medien und Informationswesen (M+I) (bis 21.04.2021) | |
Institutes: | Bibliografie | Formale Angaben |
Open Access: | Closed Access |
Licence (German): | ![]() |