• DocumentCode
    3745117
  • Title

    Design guidelines for Gamifying reading applications

  • Author

    Rina R. Wehbe;James Robb;Jessica Clarke;Jo?o Costa;Lennart E. Nacke

  • Author_Institution
    HCI Games Group, Faculty of Business and IT, University of Ontario Institute of Technology, Canada
  • fYear
    2014
  • Firstpage
    1
  • Lastpage
    4
  • Abstract
    Reading competes with an increasing number of leisure activities like video games. Consequently, written language skills are receding. Thus, motivating people to read is a problem that seems well-suited to gamification (i.e., the use of game design to motivate people to read). To investigate ways in which to gamify reading, we conducted a survey pilot study about how adding game mechanics to reading would encourage people to read more. We investigated the social nature of people talking about reading and the process of recommending books. We interviewed a gender-balanced group of participants to obtain more information about their reading habits for leisure, work, or academia. Our results indicate that people are reading for self-improvement purposes and not primarily for social reasons.
  • Keywords
    "Games","Bars","Visualization","Human computer interaction","Tablet computers","Databases"
  • Publisher
    ieee
  • Conference_Titel
    Games Media Entertainment (GEM), 2014 IEEE
  • Print_ISBN
    978-1-4799-7545-7
  • Type

    conf

  • DOI
    10.1109/GEM.2014.7405433
  • Filename
    7405433