TY - GEN
T1 - Sensified gaming - Design Patterns and Game Design Elements for Gameful Environmental Sensing
AU - Budde, Matthias
AU - Öxler, Rikard
AU - Beigl, Michael
AU - Holopainen, Jussi
PY - 2016/11
Y1 - 2016/11
N2 - Participatory Sensing, i.e. collaboratively taking sensor measurements with mobile devices in a Citizen Science fashion, has become increasingly popular. Because such scenarios often require a critical mass of users, applying gamification to different areas in order to increase user engagement has been proposed. However, existing attempts often default to the standard points, badges, and leaderboards and fail to recognize the potential of exploiting game design elements beyond creating user engagement. We propose not to think of Gamified Participatory Sensing when designing such systems, but rather of Sensified Gaming. To this end, this work presents a collection of design patterns and game mechanics that can be used to identify or design suitable games, into which participatory sensing tasks can be embedded. We identified four core tasks from participatory environmental sensing and sensor networks research, reviewed hundreds of design patterns and map each of the 63 selected patterns to the core tasks. © 2016 ACM.
AB - Participatory Sensing, i.e. collaboratively taking sensor measurements with mobile devices in a Citizen Science fashion, has become increasingly popular. Because such scenarios often require a critical mass of users, applying gamification to different areas in order to increase user engagement has been proposed. However, existing attempts often default to the standard points, badges, and leaderboards and fail to recognize the potential of exploiting game design elements beyond creating user engagement. We propose not to think of Gamified Participatory Sensing when designing such systems, but rather of Sensified Gaming. To this end, this work presents a collection of design patterns and game mechanics that can be used to identify or design suitable games, into which participatory sensing tasks can be embedded. We identified four core tasks from participatory environmental sensing and sensor networks research, reviewed hundreds of design patterns and map each of the 63 selected patterns to the core tasks. © 2016 ACM.
KW - Design
KW - Environmental sensing
KW - Game design patterns
KW - Gamification
KW - Mobile games
KW - Mobile sensing
KW - Non-expert sensing
KW - Participatory sensing
KW - Serious games
KW - Task support
UR - http://www.scopus.com/inward/record.url?scp=85014595614&partnerID=8YFLogxK
UR - https://www.scopus.com/record/pubmetrics.uri?eid=2-s2.0-85014595614&origin=recordpage
U2 - 10.1145/3001773.3001832
DO - 10.1145/3001773.3001832
M3 - RGC 32 - Refereed conference paper (with host publication)
SN - 9781450347730
T3 - ACM International Conference Proceeding Series
BT - ACE '16: Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology
PB - Association for Computing Machinery
T2 - 13th International Conference on Advances in Computer Entertainment Technology, ACE 2016
Y2 - 9 November 2016 through 12 November 2016
ER -