Description
Gamification applied to service marketing is a growing area of research with increasing focus on physical location and service. However, there are often accuracy issues with GPS implementations of location-based gamification. In this problem domain, micro-location has emerged. This paper proposes an analysis method to theme and categorises micro-located gamification applications in an effort to understand the capabilities, advantages and shortcomings of the technology. Data were gathered from 30 micro-located gamification applications between the years of 2013 and 2018. The data were analysed through relational content analysis allowing categorisation and theme identification. Various scenarios are presented where micro-location plays a significant HCI role. Examples of existing services that implement gamification are also presented. Finally, factors that impact the micro-location method are explored. These findings contribute to HCI by providing guidance for present and perspective micro-location gamification implementations.Period | 7 Dec 2018 |
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Event title | 30th Australian Conference on Computer-Human Interaction, OzCHI 2018: Digital, physical, interactive, human |
Event type | Conference |
Conference number | 30th |
Sponsors | CSIRO Data61, Google, Human Factors and Ergonomic Society of Australia, University of Melbourne |
Location | Melbourne, AustraliaShow on map |
Degree of Recognition | International |
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Related content
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Research Outputs
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Analysing micro-location beacon gamification: Scenarios, types and characteristics
Research output: Chapter in Book/Report/Conference proceeding › Conference contribution › Research › peer-review