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Affective effects of gamification: using biosignals to measure the effects on working and learning users

Published: 05 June 2019 Publication History

Abstract

What emotional effects does gamification have on users who work or learn with repetitive tasks? In this work, we use biosignals to analyze these affective effects of gamification. After a brief discussion of related work, we describe the implementation of an assistive system augmenting work by projecting elements for guidance and gamification. We also show how this system can be extended to analyse users' emotions. In a user study, we analyse both biosignals (facial expressions and electrodermal activity), and regular performance measures (error rate and task completion time).
For the performance measures, the results confirm known effects like increased speed and slightly increased error rate. In addition, the analysis of the biosignals provides strong evidence for two major affective effects: the gamification of work and learning tasks incites highly significantly more positive emotions and increases emotionality altogether. The results add to the design of assistive systems, which are aware of the physical as well as the affective context.

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Cited By

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  • (2024)Revisión sistemática de la literatura sobre gamificación en entornos de producciónEntreciencias: Diálogos en la Sociedad del Conocimiento10.22201/enesl.20078064e.2024.26.8867012:26(1-21)Online publication date: 7-Oct-2024
  • (2024)Auditory, Visual, or Both? Comparing Visual and Auditory Representations of Game Elements in a Gamified Image-Tagging TaskProceedings of the ACM on Human-Computer Interaction10.1145/36770598:CHI PLAY(1-28)Online publication date: 15-Oct-2024
  • (2024)Supporting Employee Engagement and Knowledge Transfer via Gamification in the Context of Sheltered Workplaces: A Literature Review and Interview StudyUniversal Access in Human-Computer Interaction10.1007/978-3-031-60884-1_7(94-111)Online publication date: 1-Jun-2024
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PETRA '19: Proceedings of the 12th ACM International Conference on PErvasive Technologies Related to Assistive Environments
June 2019
655 pages
ISBN:9781450362320
DOI:10.1145/3316782
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].

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Association for Computing Machinery

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Publication History

Published: 05 June 2019

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Author Tags

  1. affective computing
  2. affects
  3. biosignals
  4. emotions
  5. gamification
  6. physiological signals
  7. playful design

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Cited By

View all
  • (2024)Revisión sistemática de la literatura sobre gamificación en entornos de producciónEntreciencias: Diálogos en la Sociedad del Conocimiento10.22201/enesl.20078064e.2024.26.8867012:26(1-21)Online publication date: 7-Oct-2024
  • (2024)Auditory, Visual, or Both? Comparing Visual and Auditory Representations of Game Elements in a Gamified Image-Tagging TaskProceedings of the ACM on Human-Computer Interaction10.1145/36770598:CHI PLAY(1-28)Online publication date: 15-Oct-2024
  • (2024)Supporting Employee Engagement and Knowledge Transfer via Gamification in the Context of Sheltered Workplaces: A Literature Review and Interview StudyUniversal Access in Human-Computer Interaction10.1007/978-3-031-60884-1_7(94-111)Online publication date: 1-Jun-2024
  • (2023)A human factors-aware assistance system in manufacturing based on gamification and hardware modularisationInternational Journal of Production Research10.1080/00207543.2023.216614061:22(7760-7775)Online publication date: 13-Jan-2023
  • (2022)Do Hexad User Types Matter? Effects of (Non-) Personalized Gamification on Task Performance and User Experience in an Image Tagging TaskProceedings of the ACM on Human-Computer Interaction10.1145/35494916:CHI PLAY(1-27)Online publication date: 31-Oct-2022
  • (2022)Here Comes No Boom! The Lack of Sound Feedback Effects on Performance and User Experience in a Gamified Image Classification TaskProceedings of the 2022 CHI Conference on Human Factors in Computing Systems10.1145/3491102.3517581(1-14)Online publication date: 29-Apr-2022
  • (2022)Gamification: Grundlagen, Methoden und AnwendungsbeispieleDigitale Lernwelten – Serious Games und Gamification10.1007/978-3-658-35059-8_4(43-63)Online publication date: 29-Apr-2022
  • (2022)Smarte Systeme in Rehabilitation und Prävention. Wie künstliche Intelligenz und Gamification das Bewegungstraining individualisierenKünstliche Intelligenz im Gesundheitswesen10.1007/978-3-658-33597-7_42(867-879)Online publication date: 17-Mar-2022
  • (2020)Virtual Humans in AR: Evaluation of Presentation Concepts in an Industrial Assistance Use CaseProceedings of the 26th ACM Symposium on Virtual Reality Software and Technology10.1145/3385956.3418974(1-5)Online publication date: 1-Nov-2020

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