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The Gamification of Well-Being Measures
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The Gamification of Well-Being Measures

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There is an overriding interest in measuring the well-being of communities and institutions: healthy (flourishing) individuals and groups perform “better” than those that are not. Capturing the ...

There is an overriding interest in measuring the well-being of communities and institutions: healthy (flourishing) individuals and groups perform “better” than those that are not. Capturing the facets of well-being is, however, not straightforward: it contains personal information with sometimes uncomfortable self-realizations associated to it. Yet, the benefit of such data is the ability to observe and react to imbalances of a community, i.e. it can facilitate community management. Due to its personal nature, the observation of well-being needs to leverage carefully considered constructs. To have a comprehensive look at the concept of individual well-being, we propose a gamified frame of reference within a social network platform to lower traditional entrance barriers for data collection and encourage continued usage. In our setting, participants can record aspects of their well-being as a part of their “normal” social network activities, as well as view trends of themselves and their community. To evaluate the feasibility of our approach, we present the results of an initial study conducted via Facebook.

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The Gamification of Well-Being Measures The Gamification of Well-Being Measures Presentation Transcript

  • Towards the Gamification of Well-being Measures Magie Hall Steven O. Kimbrough Christian Haas Christof Weinhardt Simon Caton house of participationKIT – Universität des Landes Baden-Württemberg undnationales Forschungszentrum in der Helmholtz-Gemeinschaft www.kit.edu
  • 2 October 8, 2012 Towards the Gamification of Well-being Measures Margeret Hall
  • m o t i v a t i o n Why Well-being? 3 October 8, 2012 Towards the Gamification of Well-being Measures Margeret Hall
  • Will gamification of well-being data capture allow r e s e a r c h q u e s t i o n s for the use of well-being as a basis for community management? RQ1 What are the important incentives for person to person (viral) social network participation? RQ2 Does a relationship between expectations of overall well-being and actual well-being have potential to be measured for predictive community management? RQ34 October 8, 2012 Towards the Gamification of Well-being Measures Margeret Hall
  • Propagation Social Point-based level analytics Gaming Platform 12 10 8 Tasks and pathways 6d e s i g n . 1 4 Entertained, healthy, re 2 warded Text 0 0-Jan 5-Jan 10-Jan 15-Jan Mixed-series Vitality Optimism Your Network: Meaning Optimism Vitality Meaning How well are your Friends? Here you have ladder of nine rungs representing different conditions of life in which a person may possibly be. The top of the ladder 9 represents the best Your Friends possible condition one may think of, and the bottom 1‘ represents the worst possible condition. On which rung do you think you stand with regard to your personal condition?" Friends of friends 140 points needed to Pictographic unlock the BeWell Network next level!
  • d e s i g n . 2 Compared to your network you feel * Less competent 10.00 More emotionally stable 9.00 More engaged Find less meaning 8.00 3rd Less optimistic 7.00 degree Less positively emotive Have less positive 6.00 2nd relationships degree 5.00 More resilient 1st 4.00 degree Have less self esteem More vital 3.00 me 2.00 1.00 *Line is the mean of the available population 0 10 6 October 8, 2012 Towards the Gamification of Well-being Measures Margeret Hall
  • p r e t e s t . 1 About Human Flourishing* Survey Pushed through Facebook N = 174 Language of completion Descriptive Statistics Gender Distribution Locations in North America (78), Europe (75) Asia (12), Africa (1), and 8 unknown Respondents aged mainly between 20 – 40 English 73% in English, 22.41% in German (4.6% German Female unknown) Unknown Male 54% women, 42.5% men, 3.5% unknown Unknown 1 No formal education 130+ hold at least a Bachelor‘s degree 2 Nursery-high school, no diploma 3 High school diploma 4 Some college, no degree 5 Associate degree (for example: AA, AS) 6 Bachelors degree (for example: BA, AB, BS) 7 Masters degree (for example: MA, MS, MEng, MEd, MSW, MBA) 8 Professional degree (for example: MD, DDS, DVM, LLB, JD) 9 Doctorate degree (for example: PhD, EdD) 10 Post-doctoral education *Huppert and So, 20127 October 8, 2012 Towards the Gamification of Well-being Measures Margeret Hall
  • p r e t e s t . 28 October 8, 2012 Towards the Gamification of Well-being Measures Margeret Hall
  • p r e t e s t . 3 Positive Positive Emotional Self Competence Engagement Meaning Optimism Resilience Vitality Emotion Relationships Stability Esteem Positive 1,00 EmotionCompetence 0,60 1,00Engagement 0,28 0,27 1,00 Positive 0,36 0,30 0,22 1,00Relationships Meaning 0,60 0,66 0,31 0,33 1,00 Emotional 0,49 0,35 0,17 0,16 0,32 1,00 Stability Optimism 0,46 0,43 0,32 0,36 0,50 0,34 1,00 Resilience 0,19 0,13 0,09 0,08 0,08 0,18 0,30 1,00Self Esteem 0,51 0,37 0,39 0,30 0,46 0,44 0,57 0,31 1,00 Vitality 0,49 0,37 0,35 0,24 0,45 0,53 0,32 0,19 0,53 1,00 9 October 8, 2012 Towards the Gamification of Well-being Measures Margeret Hall
  • n e x t s t e p s10 October 8, 2012 Towards the Gamification of Well-being Measures Margeret Hall
  • Please send all further questions to Margeret Hall at hall@kit.edu 11 October 8, 2012 Towards the Gamification of Well-being Measures Margeret Hall