Skip to main content
Top

2018 | OriginalPaper | Chapter

Usability Improvement of Life-Logging Contents Based on Gamification Factors

Authors : Sojung Kwak, Jieun Kwon

Published in: Advances in Computer Science and Ubiquitous Computing

Publisher: Springer Singapore

Activate our intelligent search to find suitable subject content or patents.

search-config
loading …

Abstract

Recently, the application of a gamification factor to application contents has been initiated, but it is not actively applied in life-logging applications because it focuses on information recording and data visualization. The purpose of this paper is to verify that the usage rate is improved when the gamification element is applied to a life-logging application. We individually classified them into groups, applying gamification factors of ‘Acting’, ‘Achievement’ and ‘Social’ for the life-logging application, along with a ‘3 factors’ group applying all three elements to carry out the experiment. As to the results of the experiment, we confirmed significance in that the usage rate of the group applying gamification factors was 6.4 times or more than that of the control group. Based on the experiment results, it is expected that it will serve as a basis for providing enjoyable behavior and application usage rates beyond the simple function of user records by applying gamification factors to life-logging applications effectively.

Dont have a licence yet? Then find out more about our products and how to get one now:

Springer Professional "Wirtschaft+Technik"

Online-Abonnement

Mit Springer Professional "Wirtschaft+Technik" erhalten Sie Zugriff auf:

  • über 102.000 Bücher
  • über 537 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Maschinenbau + Werkstoffe
  • Versicherung + Risiko

Jetzt Wissensvorsprung sichern!

Springer Professional "Technik"

Online-Abonnement

Mit Springer Professional "Technik" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 390 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Maschinenbau + Werkstoffe




 

Jetzt Wissensvorsprung sichern!

Springer Professional "Wirtschaft"

Online-Abonnement

Mit Springer Professional "Wirtschaft" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 340 Zeitschriften

aus folgenden Fachgebieten:

  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Versicherung + Risiko




Jetzt Wissensvorsprung sichern!

Literature
1.
go back to reference Kwak, S., Kwon, J.: Funware factors in the life-logging application. Korean Soc. Comput. Game 29(3), 65–71 (2016) Kwak, S., Kwon, J.: Funware factors in the life-logging application. Korean Soc. Comput. Game 29(3), 65–71 (2016)
2.
go back to reference Kwak, S., Kwon, J.: Development of gamification elements for life-logging application. Korean Soc. Comput. Game 29(4), 43–48 (2016) Kwak, S., Kwon, J.: Development of gamification elements for life-logging application. Korean Soc. Comput. Game 29(4), 43–48 (2016)
3.
go back to reference Kwak, S.: A study on usability improvement of life-logging contents based on gamification, Sangmyung University (2017) Kwak, S.: A study on usability improvement of life-logging contents based on gamification, Sangmyung University (2017)
Metadata
Title
Usability Improvement of Life-Logging Contents Based on Gamification Factors
Authors
Sojung Kwak
Jieun Kwon
Copyright Year
2018
Publisher
Springer Singapore
DOI
https://doi.org/10.1007/978-981-10-7605-3_211