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
Link To Document