=Paper= {{Paper |id=Vol-1715/paper3 |storemode=property |title=Contributions of Affordances to Gamification |pdfUrl=https://ceur-ws.org/Vol-1715/Hollerit.pdf |volume=Vol-1715 |authors=Bernd Hollerit,Kenji Tanaka,Helmut Prendinger |dblpUrl=https://dblp.org/rec/conf/chiplay/HolleritTP16 }} ==Contributions of Affordances to Gamification== https://ceur-ws.org/Vol-1715/Hollerit.pdf
                           Contributions Of Affordances To
                           Gamification

Bernd Hollerit                 Helmut Prendinger                      Abstract
University of Tokyo            National Institute of Informatics 2-   This paper represents theoretical reflections about the
Department of Systems          1-2 Hitotsubashi,                      effects of affordances in gamification. Affordances, a
Innovation, School of          Chiyoda-ku, 101-8430 Tokyo,
                                                                      visual clue to the function of an object, constitute major
Engineering, 7 Chome-3-1       Japan
                               helmut@nii.co.jp                       design elements in gamified applications. We propose a
Hongo, Bunkyo, Tokyo,
113-8654 Japan                                                        framework to validate the effects on engagement of
hollerit@gmail.com                                                    target groups.

Kenji Tanaka                                                          Author Keywords
University of Tokyo                                                   Gamification; Affordances; Usability; Human Computer
Department of Systems                                                 Interaction; Engagement.
Innovation, School of
Engineering, 7 Chome-3-1
Hongo, Bunkyo, Tokyo,                                                 ACM Classification Keywords
113-8654 Japan                                                        C.4 Performance of systems: Design studies,
kenji_tanaka@sys.t.u-tokyo.ac.jp                                      measurement techniques, modeling techniques,
                                                                      performance attributes

                                                                      D.2.4 Software/Program Verification: Statistical
                                                                      methods

                                                                      H.3.4 Systems and Software: Performance evaluation
                                                                      (efficiency and effectiveness)

                                                                      Introduction
                                                                      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                Examples for affordances in gamification include points,
elements of gamification and their impact on target                 badges, leaderboards, progression, status, rewards,
groups.                                                             and roles. [Seaborn]

Background & Related Work                                           The impact of affordances, and gamification as a whole,
Gamification has been defined as the process of “the                is measured in engagement. Engagement in turn is
process of game-thinking and game mechanics to                      measured in duration, recency, frequency, virality, and
engage users and solve problems” with gamification                  ratings. Duration describes how long an application is
techniques striving “to leverage people's natural desires           being used, recency denotes when was it used for the
for competition, achievement, status, self-expression,              last time, frequency counts how often is it being used,
altruism, and closure”. [Zichermann][Boundless]                     virality shows how often it was shared, e.g. on social
                                                                    media, and ratings might operate on a 1-5-star scale
Gamification uses affordances, visual hints to the usage            from worst to best.
of an object. The term originated from psychology and
is now widely used in Human Computer Interaction                    While the existing literature provides evidence that
(HCI).                                                              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?

                                                                    Methodology
                                                                    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
Figure 1: Affordances. A button invites a subject to push it, a
                                                                    on the map and users can investigate where people are
switch requires flipping, a knob affords rotating. A light source   happy, sad, and indifferent.
provides visual feedback. Image source:
http://paaralan.blogspot.jp/2010/09/affordance-and-                 This basic functionality can be upgraded with elements
educational-games.html
                                                                    of gamification, most prominently points, badges, and
                                                                    leaderboards. The introduction of these elements
                                  should have positive impacts on engagement. In order                    Previously, the Genkii application has been populated
                                  to establish the effect of that impact, multiple versions               by Yahoo crowdsourcing. We intend to apply the same
                                  of our application should be prepared. One basic                        approach to obtain user data for our analysis. We
                                  application, one application including a point-system,                  expect our findings to provide valuable insight on the
                                  one application with badges, and one application that                   design of future applications using a gamified approach.
                                  features a leaderboard system.                                          In particular, we aim to examine whether certain target
                                                                                                          groups respond differently to various types of
                                  A service called “Playbasis” provides this functionality.               affordances. This could help with future designs of
                                  It enhances applications with gamification elements                     applications aimed at specific groups.
                                  that we can investigate.




Figure 2: Genkii, developed by
the National Institute of
Informatics in Japan. Users can
report their happiness at their
current location.




                                  Figure 3: Methodology of our study. We aim to compare the different contributions of affordances (points, badges, leaderboards) to
                                  engagement (duration, recency, frequency, virality, ratings) in gamification.
Acknowledgements
We thank all the developers of the National Institute of
Informatics, without whom this project would not be
possible.

References
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