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Gamification of a To-Do List with Emotional Reinforcement
- Source :
- CHI Extended Abstracts
- Publication Year :
- 2019
-
Abstract
- Gamification can change how and why people interact with software. A common approach is to use quantitative feedback to give users a feeling of progress or achievement. There are, however, other ways to provide users with motivation or meaning during normal computer interactions, such as using emotional reinforcement. This could provide a powerful new tool to allow the positive effects of gamification to reach wider contexts. This paper investigates the design and evaluation of a mobile to-do list application, 'Tamu To-Do', which utilises gamified emotional reinforcement, as seen in Figure 1. A week-long field study (N=9) recorded user activity and impressions with the application. The results supported emotional reinforcement's potential as a gamification strategy to improve user motivation and engagement.
- Subjects :
- T1
business.industry
Field (Bourdieu)
media_common.quotation_subject
05 social sciences
020207 software engineering
02 engineering and technology
Q1
Software
Feeling
0202 electrical engineering, electronic engineering, information engineering
0501 psychology and cognitive sciences
Meaning (existential)
business
Psychology
Reinforcement
050107 human factors
media_common
Cognitive psychology
Subjects
Details
- Language :
- English
- ISBN :
- 978-1-4503-5971-9
- ISBNs :
- 9781450359719
- Database :
- OpenAIRE
- Journal :
- CHI Extended Abstracts
- Accession number :
- edsair.doi.dedup.....d5cfe0d846d096388d68d2f21f6a63e9