Abstract
Computing technologies allow us to gamify our daily activities by embedding computers in our environments. In this paper, we propose a value-based gamification framework for increasing intrinsic motivation in our daily life. We introduce five values and a conceptual framework based on these values. Then, as an example we show how the values are used in Augmented Trading Card Game during its design.
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Sakamoto, M., Nakajima, T., Tokunaga, E., Alexandrova, T.: Augmenting Trading Card Play with Empathetic Virtual Characters. In: HumanCom 2012 (2012)
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© 2012 IFIP International Federation for Information Processing
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Sakamoto, M., Nakajima, T., Alexandrova, T. (2012). Value-Based Design for Gamifying Daily Activities. In: Herrlich, M., Malaka, R., Masuch, M. (eds) Entertainment Computing - ICEC 2012. ICEC 2012. Lecture Notes in Computer Science, vol 7522. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-33542-6_43
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DOI: https://doi.org/10.1007/978-3-642-33542-6_43
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-642-33541-9
Online ISBN: 978-3-642-33542-6
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