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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.show moreshow less

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Metadaten
Document Type:Conference Proceeding
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):License LogoUrheberrechtlich geschützt