[go: up one dir, main page]
More Web Proxy on the site http://driver.im/ skip to main content
10.1145/3292147.3292210acmotherconferencesArticle/Chapter ViewAbstractPublication PagesozchiConference Proceedingsconference-collections
short-paper

Analysing micro-location beacon gamification: scenarios, types and characteristics

Published: 04 December 2018 Publication History

Abstract

Gamification applied to service marketing is a growing area of research with an increasing focus on physical location and service. However, there are often accuracy issues with GPS implementations of location-based gamification. In this problem domain, micro-location has emerged. This paper proposes an analysis method to the theme and categorises micro-located gamification applications in an effort to understand the capabilities, advantages and shortcomings of the technology. Data were gathered from 30 micro-located gamification applications between the years of 2013 and 2018. The data were analysed through relational content analysis allowing categorisation and theme identification. Various scenarios are presented where micro-location plays a significant HCI role. Examples of existing services that implement gamification are also presented. Finally, factors that impact the micro-location method are explored. These findings contribute to HCI by providing guidance for present and perspective micro-location gamification implementations.

References

[1]
Kai Huotari and Juho Hamari. 2016. A Definition for Gamification: Anchoring Gamification in the Service Marketing Literature. Electronic Markets 27, 1, 21--31.
[2]
Gabe Zichermann and Christopher Cunningham. 2011. Gamification by Design (First). O'Reilly Media, Inc,
[3]
Sebastian Deterding, Dan Dixon, Rilla Khaled and Lennart Nacke. Year. From Game Design Elements to Gamefulness: Defining Gamification. In Proceedings of Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments. ACM, 9--15.
[4]
Mark J Nelson. Year. Soviet and American Precursors to the Gamification of Work. In Proceedings of Proceeding of the 16th International Academic MindTrek Conference. ACM, 23--26.
[5]
Penny de Byl. 2013. Factors at Play in Tertiary Curriculum Gamification. International Journal of Game-Based Learning 3, 2, 1--21.
[6]
Jonna Koivisto and Juho Hamari. 2014. Demographic Differences in Perceived Benefits from Gamification. Computers in Human Behavior 35, 179--188.
[7]
Stephen L Vargo, Robert F Lusch, Melissa Archpru Akaka and Yi He. 2010. Service-Dominant Logic. In Review of Marketing Research, Emerald Group Publishing Limited, Armonk, NY, USA, 125--167.
[8]
Juho Hamari. 2017. Do Badges Increase User Activity? A Field Experiment on the Effects of Gamification. Computers in Human Behavior 71, 469--478.
[9]
Yigal Attali and Meirav Arieli-Attali. 2015. Gamification in Assessment: Do Points Affect Test Performance? Computers & Education 83, 57--63.
[10]
Steffen P Walz and Rafael Ballagas. Year. "Pervasive Persuasive: A Rhetorical Design Approach to a Location-Based Spell-Casting Game for Tourists.". In Proceedings of Proceedings of DiGRA.
[11]
M. Kachniewska. 2014. Tourism Value Added Creation through a User-Centric Context-Aware Digital System. University of Szczecin Scientific Journal No 836 Economic Problems of Tourism Vol 4, 28 SRC - GoogleScholar, 103--118.
[12]
Nic Newman. 2014. Apple Ibeacon Technology Briefing. Journal of Direct, Data and Digital Marketing Practice 15, 3, 222--225.
[13]
Rung-Shiang Cheng, Wei-Jun Hong, Jheng-Syun Wang and Kawuu W. Lin. 2016. Seamless Guidance System Combining Gps, Ble Beacon, and Nfc Technologies. Mobile Information Systems 2016, 1--12.
[14]
Matthew S Gast. 2014. Building Applications with Ibeacon: Proximity and Location Services with Bluetooth Low Energy (1). O'Reilly Media, Inc., Sebastopol, CA.
[15]
Apple Developer. 2014. Getting Started with Ibeacon. Retrieved May 10, 2018 from https://developer.apple.com/ibeacon/Getting-Started-with-iBeacon.pdf.
[16]
Faheem Zafari, Ioannis Papapanagiotou and Konstantinos Christidis. 2016. Microlocation for Internet-of-Things-Equipped Smart Buildings. IEEE Internet of Things Journal 3, 1, 96--112.
[17]
Krippendorff Klaus. 1980. Content Analysis: An Introduction to Its Methodology (2nd). Sage Publications, Inc., Thousand Oaks, CA, USA.
[18]
Vasileios Zeimpekis, George M Giaglis and George Lekakos. 2002. A Taxonomy of Indoor and Outdoor Positioning Techniques for Mobile Location Services. ACM SIGecom Exchanges 3, 4, 19--27.
[19]
George M Giaglis, Panos Kourouthanassis and Argirios Tsamakos. 2003. Towards a Classification Framework for Mobile Location Services. Mobile commerce: technology, theory and applications 67.
[20]
Prophets. 2017. Ibeacon Brings Museum to Life. Retrieved Jun 8, 2017 from https://press.prophets.be/ibeacon-brings-museum-to-life.
[21]
LabWerk. 2014. Tulpenland Ibeacon App: More Detail. Retrieved Jun 8, 2017 from http://labwerk.com/tulpenland-ibeacon-app-more-detail/.
[22]
Oimmei. 2017. Europeana Beacon App - Winner of the Apps4europe Award. Retrieved May 15, 2017 from http://www.oimmei.com/europeana/europeana-beacon.html.
[23]
Bendigo Marketplace Service. 2017. Bendigo Marketplace Centre Services. Retrieved Jun 14, 2017 from http://bendigomarketplace.com.au/visiting/centre-services/.
[24]
CTA. 2017. Ces App. Retrieved March 21, 2018 from http://www.ces.tech/Register-Plan/CES-App.aspx.
[25]
Redazione RavennaToday. 2017. A Digital Treasure Hunt That Wants to Revolutionise School Teaching. a Digital Treasure Hunt That Wants to Revolutionize School Teachin. Retrieved Mar 10, 2018 from http://www.ravennatoday.it/scuola/una-caccia-al-tesoro-digitale-che-vuole-rivoluzionare-l-insegnamento-scolastico.html.
[26]
Australian Museum. 2017. Trailblazers Kids App - Australian Museum. Retrieved Jun 8, 2017 from https://australianmuseum.net.au/trailblazers-kids-app.
[27]
BeaconCrawl. 2017. Beaconcrawl. Retrieved Jun 12, 2017 from http://beaconcrawl.com/.
[28]
Candylabs GmbH. 2017. Ibeacons Revolutionieren Gastrobranche: 'Mook Group-App' Von Candylabs Ermöglicht Innovative Kundenbindung Durch Indoor-Ortung. Retrieved Jun 8, 2017 from https://www.candylabs.de/press/slug-tjslhf.
[29]
Clozerr. 2017. Clozerr - Android Apps on Google Play. Retrieved Jun 3, 2017 from https://play.google.com/store/apps/details?id=com.clozerr.app&hl=en.
[30]
Duffler. 2017. Duffler Travel Bags & Badges | Stylish & Quality for Adventure & More. Retrieved Jun 8, 2017 from https://en.duffler.com/.
[31]
Frenzi Media Ltd. 2017. Frenzimedia. Retrieved Jun 7, 2017 from http://www.getfrenzi.com/.
[32]
Frost Science Museum FSM. 2017. Mobile App - Frost Science. Retrieved May 28, 2017 from https://www.frostscience.org/mobile-app/.
[33]
Geotrail. 2017. Geotrail Go. Retrieved Jun 10, 2017 from http://www.geotrail.dk/go.
[34]
Maria Renata Guarneri and Paolo Perego. 2017. Games and Gamification for Healthy Behaviours: The Experience of Pegaso Fit 4 Future. In Ehealth 360°, Springer, 100--109.
[35]
Gym Farm. 2017. Health Data Network. Retrieved Jun 12, 2017 from http://www.healthdata.network.
[36]
Peter Hall. 2018. Slavery at Monticello | Bluecadet. Retrieved JAN 11, 2018 from https://www.bluecadet.com/work/slavery-at-monticello/.
[37]
Tsung-Yuan Ho, Chien-Hsu Chen, Sheng-Fen Chien, Yi-Hsuan Chen, Su-Yu Liu and Juan Sebastian Bayona. Year. Beaconpass: A Location Based App Game for Traveler. In Proceedings of 9th International Conference, Universal Access in Human-Computer Interaction, UAHCI 2015. Springer, 288--297.
[38]
Thomas Kletsche. 2015. Außenwerbung: In Düsseldorf Beendet - Beacon-Test Von Ströer Und Db - Invidis. SEP 10.
[39]
Levi's Stadium. 2017. Levi's® Stadium App. Retrieved from http://www.levisstadium.com/search/app/.
[40]
Locatify. 2017. Face of Britain App Released. Retrieved Jun 10, 2017 from https://locatify.com/blog/face-of-britain-app-released/.
[41]
Jiaxin Low. 2016. Coll-App-Orating with Students: Ibeacons and Ar and Gamification, Oh My!
[42]
Rita Marques, João Gregório, Fernando Pinheiro, Pedro Póvoa, Miguel Mira da Silva and Luís Velez Lapão. 2017. How Can Information Systems Provide Support to Nurses' Hand Hygiene Performance? Using Gamification and Indoor Location to Improve Hand Hygiene Awareness and Reduce Hospital Infections. BMC medical informatics and decision making 17, 1, 15.
[43]
Philips. 2017. Philips Museum. Retrieved May 20, 2017 from http://www.philips.nl/en/a-w/philips-museum.html.
[44]
SASA AG. 2017. Sasabus - Sasa. Retrieved Jun 7, 2017 from http://www.sasabz.it/b/sasabus/.
[45]
Claire Swedberg. 2015. Beacons Cast Spell on Mobile Gaming - Iot Journal. Retrieved SEP 21, 2017 from http://www.iotjournal.com/articles/view?13567/.
[46]
TELUS World of Science. 2016. Nano Scavenger Hunt. Retrieved Jun 10, 2017 from https://www.scienceworld.ca/nano-scavenger-hunt.
[47]
Touchwonders. 2017. Touchwonders - Elevate. Retrieved from http://touchwonders.com/work/elevate.
[48]
Bas van Leeuwen, Boudewijn Boon and Marco Rozendaal. Year. Beagle: A Stimulating Quest Throughout the Hospital. In Proceedings of Proceedings of the The 15th International Conference on Interaction Design and Children. ACM, 518--523.
[49]
H. T. Zimmerman, S. M. Land, C. Maggiore, R. W. Ashley and C. Millet. Year. Designing Outdoor Learning Spaces with Ibeacons: Combining Place-Based Learning with the Internet of Learning Things. In Proceedings of Proc. Int. Conf. Learn. Sci., ICLS. International Society of the Learning Sciences (ISLS), 942--945.
[50]
Manfred Sneps-Sneppe and Dmitry Namiot. Year. On Physical Web Models. In Proceedings of Control and Communications (SIBCON), 2016 International Siberian Conference on. IEEE, 1--6.
[51]
Andrzej Marczewski. 2013. Gamification: A Simple Introduction (2). Andrzej Marczewski,
[52]
Tae Wan Kim and Kevin Werbach. 2016. More Than Just a Game: Ethical Issues in Gamification. Ethics and Information Technology 18, 2, 157--173.
[53]
Mathias Fuchs, Sonia Fizek, Paolo Ruffino and Niklas Schrape. 2014. Rethinking Gamification. Meson Pres, Lueneburg, Germany.
[54]
Sarah Perez. 2014. Mingleton Is Tinder for Strangers in the Room with You - Techcrunch.Com. Retrieved OCT 27, 2017 from
[55]
Siobhan O'Donovan, James Gain and Patrick Marais. Year. A Case Study in the Gamification of a University-Level Games Development Course. In Proceedings of Proceedings of the South African Institute for Computer Scientists and Information Technologists Conference. ACM, 242--251.
[56]
Jeongyeup Paek, JeongGil Ko and Hyungsik Shin. 2016. A Measurement Study of Ble Ibeacon and Geometric Adjustment Scheme for Indoor Location-Based Mobile Applications. Mobile Information Systems 2016.
[57]
Grant McKenzie. Year. Gamification and Location-Based Services. In Proceedings of Workshop on Cognitive Engineering for Mobile GIS.
[58]
Foong Li Law, Zarinah Mohd Kasirun and Chun Kiat Gan. Year. Gamification Towards Sustainable Mobile Application. In Proceedings of Software Engineering (MySEC), 2011 5th Malaysian Conference in. IEEE, 349--353.
[59]
Anne Bowser, Derek Hansen, Yurong He, Carol Boston, Matthew Reid, Logan Gunnell and Jennifer Preece. Year. Using Gamification to Inspire New Citizen Science Volunteers. In Proceedings of Proceeding Gamification '13 Proceedings of the First International Conference on Gameful Design, Research, and Applications. ACM, 18--25.
[60]
Antti Oulasvirta and Kasper Hornbæk. Year. Hci Research as Problem-Solving. In Proceedings of Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems. ACM, 4956--4967.

Cited By

View all
  • (2020)Analysing construction student experiences of mobile mixed reality enhanced learning in virtual and augmented reality environmentsResearch in Learning Technology10.25304/rlt.v28.232928Online publication date: 16-Jan-2020
  • (2019)Towards Optimizing Place Experience Using Design Science Research and Augmented Reality GamificationIntersections in Simulation and Gaming: Disruption and Balance10.1007/978-981-32-9582-7_6(77-92)Online publication date: 6-Aug-2019

Recommendations

Comments

Please enable JavaScript to view thecomments powered by Disqus.

Information & Contributors

Information

Published In

cover image ACM Other conferences
OzCHI '18: Proceedings of the 30th Australian Conference on Computer-Human Interaction
December 2018
639 pages
ISBN:9781450361880
DOI:10.1145/3292147
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 04 December 2018

Permissions

Request permissions for this article.

Check for updates

Author Tags

  1. IoT
  2. gamification
  3. internet of things
  4. micro-location

Qualifiers

  • Short-paper

Conference

OzCHI '18

Acceptance Rates

Overall Acceptance Rate 362 of 729 submissions, 50%

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)9
  • Downloads (Last 6 weeks)1
Reflects downloads up to 20 Dec 2024

Other Metrics

Citations

Cited By

View all
  • (2020)Analysing construction student experiences of mobile mixed reality enhanced learning in virtual and augmented reality environmentsResearch in Learning Technology10.25304/rlt.v28.232928Online publication date: 16-Jan-2020
  • (2019)Towards Optimizing Place Experience Using Design Science Research and Augmented Reality GamificationIntersections in Simulation and Gaming: Disruption and Balance10.1007/978-981-32-9582-7_6(77-92)Online publication date: 6-Aug-2019

View Options

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media