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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Contributions Of Affordances To Gamification</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Bernd Hollerit</string-name>
          <email>hollerit@gmail.com</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Kenji Tanaka</string-name>
          <email>kenji_tanaka@sys.t.u-tokyo.ac.jp</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Helmut Prendinger</string-name>
          <email>helmut@nii.co.jp</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>ACM Classification Keywords</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>D.2.4 Software/Program Verification: Statistical</string-name>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>C.4 Performance of systems: Design studies</institution>
          ,
          <addr-line>measurement techniques, modeling techniques, performance attributes</addr-line>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>National Institute of Informatics 21-2 Hitotsubashi</institution>
          ,
          <addr-line>Chiyoda-ku, 101-8430 Tokyo</addr-line>
          ,
          <country country="JP">Japan</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>University of Tokyo, Department of Systems</institution>
          ,
          <addr-line>Innovation</addr-line>
          ,
          <institution>School of, Engineering</institution>
          ,
          <addr-line>7 Chome-3-1, Hongo, Bunkyo, Tokyo, 113-8654</addr-line>
          <country country="JP">Japan</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>methods</institution>
        </aff>
      </contrib-group>
      <abstract>
        <p>This paper represents theoretical reflections about the effects of affordances in gamification. Affordances, a visual clue to the function of an object, constitute major design elements in gamified applications. We propose a framework to validate the effects on engagement of target groups.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>H.3.4 Systems and Software: Performance evaluation
(efficiency and effectiveness)</p>
    </sec>
    <sec id="sec-2">
      <title>Introduction</title>
      <p>The concept of gamification has received increased
attention in recent years. Gamification works with the
concept of affordances to engage users, however, the
contribution of each individual affordance has not been
investigated yet. We propose a way to analyze single
elements of gamification and their impact on target
groups.</p>
      <p>Background &amp; Related Work
Gamification has been defined as the process of “the
process of game-thinking and game mechanics to
engage users and solve problems” with gamification
techniques striving “to leverage people's natural desires
for competition, achievement, status, self-expression,
altruism, and closure”. [Zichermann][Boundless]
Gamification uses affordances, visual hints to the usage
of an object. The term originated from psychology and
is now widely used in Human Computer Interaction
(HCI).
Examples for affordances in gamification include points,
badges, leaderboards, progression, status, rewards,
and roles. [Seaborn]
The impact of affordances, and gamification as a whole,
is measured in engagement. Engagement in turn is
measured in duration, recency, frequency, virality, and
ratings. Duration describes how long an application is
being used, recency denotes when was it used for the
last time, frequency counts how often is it being used,
virality shows how often it was shared, e.g. on social
media, and ratings might operate on a 1-5-star scale
from worst to best.</p>
      <p>While the existing literature provides evidence that
gamification works, the contribution to engagement by
individual affordances has not been investigated. We
therefore aim to measure the effects of e.g. points on
duration, badges on frequency, and leaderboards on
ratings. Furthermore, we are interested in focus
groups. Are young people engaged more than seniors?
Do women appreciate points more than men? Are
certain regions more susceptible to gamification?</p>
    </sec>
    <sec id="sec-3">
      <title>Methodology</title>
      <p>In order to investigate the contributions of individual
affordances to gamification, we need a base application
to test. The National Institute of Informatics in Japan
has developed “Genkii”, an app that lets users report
their happiness at a specific location. An icon is placed
on the map and users can investigate where people are
happy, sad, and indifferent.</p>
      <p>This basic functionality can be upgraded with elements
of gamification, most prominently points, badges, and
leaderboards. The introduction of these elements
should have positive impacts on engagement. In order
to establish the effect of that impact, multiple versions
of our application should be prepared. One basic
application, one application including a point-system,
one application with badges, and one application that
features a leaderboard system.</p>
      <p>A service called “Playbasis” provides this functionality.
It enhances applications with gamification elements
that we can investigate.</p>
      <p>Previously, the Genkii application has been populated
by Yahoo crowdsourcing. We intend to apply the same
approach to obtain user data for our analysis. We
expect our findings to provide valuable insight on the
design of future applications using a gamified approach.
In particular, we aim to examine whether certain target
groups respond differently to various types of
affordances. This could help with future designs of
applications aimed at specific groups.</p>
    </sec>
    <sec id="sec-4">
      <title>Acknowledgements</title>
      <p>We thank all the developers of the National Institute of
Informatics, without whom this project would not be
possible.</p>
    </sec>
  </body>
  <back>
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</article>