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  1. International Workshop on Games and Software Engineering (GAS).
  2. 2013 3rd International Workshop on Games and Software Engineering: Engineering Computer Games to Enable Positive, Progressive Change (GAS)
  3. User requirements for gamifying sports software
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2015 IEEE/ACM 4th International Workshop on Games and Software Engineering
2013 3rd International Workshop on Games and Software Engineering: Engineering Computer Games to Enable Positive, Progressive Change (GAS)
Title pages
Contents
Welcome to the 3rd International Workshop on Games and Software Engineering: Engineering Computer Games to Enable Positive, Progressive Change (GAS 2013)
Applying software product lines to multiplatform video games
A DSL for describing the artificial intelligence in real-time video games
Towards model checking of computer games with Java PathFinder
User requirements for gamifying sports software
Game design as a game
Goal-oriented requirements analysis and an extended design pattern using scala for artificial intelligence programming contests
Educational software engineering: Where software engineering, education, and gaming meet
Distributed DeepThought: Synchronising complex network multi-player games in a scalable and flexible manner
Comparative API complexity analysis of two platforms for networked multiplayer games using a reference game
2012 Second International Workshop on Games and Software Engineering: Realizing User Engagement with Game Engineering Techniques (GAS)

User requirements for gamifying sports software

Content Provider IEEE Xplore Digital Library
Author Giannakis, K. Chorianopoulos, K. Jaccheri, L.
Copyright Year 2013
Description Author affiliation: Dept. of Inf., Ionian Univ., Corfu, Greece (Giannakis, K.; Chorianopoulos, K.) || Dept. of Comput. & Inf. Sci., Norwegian Univ. of Sci. & Technol., Trondheim, Norway (Jaccheri, L.)
Abstract Sports tracking software for casual exercising has become popular with smart phone users who are concerned about their health and fitness. Nevertheless, there is limited research on the user requirements for sports tracking software, which needs to be fun and easy to use in order to appeal to a broad set of users. For this purpose, we employed a four-week long experiment with five users who were asked to perform multiple workouts with two levels of gamification. The first treatment stands for “no gamification” and the second treatment provided rich visual feedback, such as speed, distance, elapsed time, map. At the end of the experiment, we asked users to describe the devices. Both devices included GPS sensor, so we also measured the distance covered for each one of the workouts. We found that augmented feedback from mobile self-tracking devices can promote working out, but there is also a trade-off of increased anxiety and disorientation. Thus, we suggest that sports tracking software should be modest about how much and what type of visual information it provides to the user. In particular, we found that the only piece of visual information that had an impact on performance was average speed, which indicates a connection with gamication. Further research should consider additional levels of gamification beyond score, such as graphics, sociability, rules.
Starting Page 22
Ending Page 26
File Size 358785
Page Count 5
File Format PDF
ISBN 9781467362634
DOI 10.1109/GAS.2013.6632585
Language English
Publisher Institute of Electrical and Electronics Engineers, Inc. (IEEE)
Publisher Date 2013-05-18
Publisher Place USA
Access Restriction Subscribed
Rights Holder Institute of Electrical and Electronics Engineers, Inc. (IEEE)
Subject Keyword Performance evaluation Computers Visualization Evaluation Augmented feedback Games Human factors Software Interaction styles Informatics Global Positioning System
Content Type Text
Resource Type Article
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