Gamification for Self-Tracking: From World of Warcraft to the Design of Personal Informatics Systems

被引:50
作者
Rapp, Amon [1 ]
机构
[1] Univ Torino, Turin, Italy
来源
PROCEEDINGS OF THE 2018 CHI CONFERENCE ON HUMAN FACTORS IN COMPUTING SYSTEMS (CHI 2018) | 2018年
关键词
Gamification; World of Warcraft; Personal Informatics; Quantified Self; self-tracking;
D O I
10.1145/3173574.3173654
中图分类号
TP3 [计算技术、计算机技术];
学科分类号
0812 ;
摘要
World of Warcraft (WoW) may be a source of inspiration to enrich the Personal Informatics systems user's experience and, at the same time, improve gamification design. Through the findings of a four-year reflexive ethnography in WoW, I outline how its game design elements support players in making sense of their own data, emphasizing how "game numbers" are turned into meanings. On the basis of the study results, I propose a series of design considerations to be used in the design of self-tracking systems, which recommend to embody data into digital entities, provide different analytical tools depending on the users' expertise through a flexible model, and foster the formation of "communities of practice" in order to support learning processes.
引用
收藏
页数:15
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