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Gamifying Intelligent Environments
                                           Yefeng Liu
                               Todorka Alexandrova
                                     Tatsuo Nakajima

                        www.dcl.info.waseda.ac.jp/~yefeng
                            yefeng@dcl.info.waseda.ac.jp


                              Computer Science Dept.
                                     Waseda University
                                             Tokyo, Japan
                    1
11年11月25日星期五
User Engagement in Intelligent Environment
            How and why people develop relationship with Intelligent
       Environments (i.e., services / platforms) across multiple interactions.


        Yefeng Liu, et al. Gamifying Intelligent Environments, Ubi-MUI at ACM MM’11, Nov 28 - Dec 1, Scottsdale, Arizona, USA   2
11年11月25日星期五
Challenge: User Incentives
    Understand and design for more engaging experiences: how to engage
           and direct the participants’ attention to useful purpose?


        Yefeng Liu, et al. Gamifying Intelligent Environments, Ubi-MUI at ACM MM’11, Nov 28 - Dec 1, Scottsdale, Arizona, USA   3
11年11月25日星期五
#I. Social psychology motivations
                 Taking advantage of the positive Social Facilitation
                      and avoiding the negative Social Loang


        Yefeng Liu, et al. Gamifying Intelligent Environments, Ubi-MUI at ACM MM’11, Nov 28 - Dec 1, Scottsdale, Arizona, USA   4
11年11月25日星期五
#2. Economic Incentives
                 Give money or any other commodity that users consider
                  valuable: Easy, Strait forward, (almost) always works


        Yefeng Liu, et al. Gamifying Intelligent Environments, Ubi-MUI at ACM MM’11, Nov 28 - Dec 1, Scottsdale, Arizona, USA   5
11年11月25日星期五
#2. Economic Incentives cont.
                                     User trend to cheat for better pay.


        Yefeng Liu, et al. Gamifying Intelligent Environments, Ubi-MUI at ACM MM’11, Nov 28 - Dec 1, Scottsdale, Arizona, USA   6
11年11月25日星期五
# Gamication
               To incentivize non-game system users to have so-called
               game-like behavior by integrating game mechanics and
               game-play elements into those non-game applications.


        Yefeng Liu, et al. Gamifying Intelligent Environments, Ubi-MUI at ACM MM’11, Nov 28 - Dec 1, Scottsdale, Arizona, USA   7
11年11月25日星期五
Gamication Loop
       Build Point system: set clear and small goals -> give rewards when
       challenge is achieved -> show the achievements via leader board/
       badges -> change virtual status on social networks.
        Yefeng Liu, et al. Gamifying Intelligent Environments, Ubi-MUI at ACM MM’11, Nov 28 - Dec 1, Scottsdale, Arizona, USA   8
11年11月25日星期五
Yefeng Liu, et al. Gamifying Intelligent Environments, Ubi-MUI at ACM MM’11, Nov 28 - Dec 1, Scottsdale, Arizona, USA   9
11年11月25日星期五
Q: Why there are so many kimono grils on the street today?
                                                                         LE1: They were attending the “seijin-shiki”, but I dont know its eng name, sorry.
    Translation                                                            Local Information
                                                                         LE2: Today is the Coming-of-age day, youth are 20 years of age need to attend a
                                                                         very special ceremony.
        “What does this sign say? Are                                         “Why there’re so many kimono girls
     ties not allowed in this restaurant?”                                            on the street today?”


            UbiAsk: Real-time Location-based Q&A
                       via Social Media
     Ubiask provides local Q&A and image search functionality in near-real-time
       by engaging social media users as a workforce. Gamification and social
        psychology are used to successfully incentivise the crowd workers.
        Yefeng Liu, et al. Gamifying Intelligent Environments, Ubi-MUI at ACM MM’11, Nov 28 - Dec 1, Scottsdale, Arizona, USA                                10
11年11月25日星期五
Requester                           Requesters                              Crowdworkers                      Proxy server
  use mobile apps                                                                                                routes the requests
  to quickly create                                                                                              to appropriate
  a task and send it
  to server.                                                                                                      Crowdworkers
   A task is a                                                                                    etc.           via mobile emails
                                   etc.
   question that                                                                                                 and various social
   incorporates an                                                                                               media platforms
   image (using
   phone camera)
                                                                  API


                                                              etc.
                                      Location-based Result Data Representation & Reusage



                                             Location-based results                    are visualized with social mapping

                                      tools and social augmented reality services, resulting in a useful
                                      information pool for public use.


        Yefeng Liu, et al. Gamifying Intelligent Environments, Ubi-MUI at ACM MM’11, Nov 28 - Dec 1, Scottsdale, Arizona, USA         11
11年11月25日星期五
User Studies
  19 Requesters: mostly short term travelers from Western countries visiting Japan

  36 Work Users: ordinary English + Japanese speaking residents in Japan

  From Jan 2011 – Mar 2011

  Work Users were divided into
  3 sub-groupsto test three different
  incentive mechanisms:

  1. Location based leaderboard (game)

  2. Social incentives: rapid feedback

  3. Control group
                                                                   !
        Yefeng Liu, et al. Gamifying Intelligent Environments, Ubi-MUI at ACM MM’11, Nov 28 - Dec 1, Scottsdale, Arizona, USA   12
11年11月25日星期五
Incentives Comparison Results:

            Best contributors were motivated by intrinsic incentives rather
            than the extrinsic incentives we provided.

            For less self-motivated users, the incentive systems provided
            significant extra motivation.

            However, the differences between to incentive mechanisms is
            not statically signification to tell which one is better.




        Yefeng Liu, et al. Gamifying Intelligent Environments, Ubi-MUI at ACM MM’11, Nov 28 - Dec 1, Scottsdale, Arizona, USA   13
11年11月25日星期五
EcoIsland: Persuasive application for
        motivating users to reduce CO2 emissions

        Yefeng Liu, et al. Gamifying Intelligent Environments, Ubi-MUI at ACM MM’11, Nov 28 - Dec 1, Scottsdale, Arizona, USA   14
11年11月25日星期五
User Studies
            6 families, 20 people, 4 weeks.

            In the beginning of the first week, a simple electricity usage
            meter was equipped on the participant’s air heater. During the
            first week, participants measures the energy consumption before
            using EcoIsland.
        Yefeng Liu, et al. Gamifying Intelligent Environments, Ubi-MUI at ACM MM’11, Nov 28 - Dec 1, Scottsdale, Arizona, USA   15
11年11月25日星期五
Results

            In the survey, 17 out of 20 participants said that they were more
            conscious of environ- mental ecology after the experiment than
            before.
            From the air heater electricity usage, there was no statistically
            significant correlation with the reported activities.




        Yefeng Liu, et al. Gamifying Intelligent Environments, Ubi-MUI at ACM MM’11, Nov 28 - Dec 1, Scottsdale, Arizona, USA   16
11年11月25日星期五
Implications




        Gamification is a way to improve user’s engagement of a service,
        however, it only provides secondary support to the main
        system functionality.

        It is impossible to magically shift user’s behavior via gamification when
        the main services of the system cannot attract user’s interests at all.

        Yefeng Liu, et al. Gamifying Intelligent Environments, Ubi-MUI at ACM MM’11, Nov 28 - Dec 1, Scottsdale, Arizona, USA   17
11年11月25日星期五
Implications cont.




        Other than adding game mechanics, building the application with an
        actual game-like surface is also important to prosper gamified
        system. Designer should build the system as a fun application to
        interact (play) with.



        Yefeng Liu, et al. Gamifying Intelligent Environments, Ubi-MUI at ACM MM’11, Nov 28 - Dec 1, Scottsdale, Arizona, USA   18
11年11月25日星期五
Thank You


                        Yefeng Liu
               www.dcl.info.waseda.ac.jp/~yefeng
                 yefeng@dcl.info.waseda.ac.jp
11年11月25日星期五

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Gamifying Intelligent Environments

  • 1. Gamifying Intelligent Environments Yefeng Liu Todorka Alexandrova Tatsuo Nakajima www.dcl.info.waseda.ac.jp/~yefeng yefeng@dcl.info.waseda.ac.jp Computer Science Dept. Waseda University Tokyo, Japan 1 11年11月25日星期五
  • 2. User Engagement in Intelligent Environment How and why people develop relationship with Intelligent Environments (i.e., services / platforms) across multiple interactions. Yefeng Liu, et al. Gamifying Intelligent Environments, Ubi-MUI at ACM MM’11, Nov 28 - Dec 1, Scottsdale, Arizona, USA 2 11年11月25日星期五
  • 3. Challenge: User Incentives Understand and design for more engaging experiences: how to engage and direct the participants’ attention to useful purpose? Yefeng Liu, et al. Gamifying Intelligent Environments, Ubi-MUI at ACM MM’11, Nov 28 - Dec 1, Scottsdale, Arizona, USA 3 11年11月25日星期五
  • 4. #I. Social psychology motivations Taking advantage of the positive Social Facilitation and avoiding the negative Social Loang Yefeng Liu, et al. Gamifying Intelligent Environments, Ubi-MUI at ACM MM’11, Nov 28 - Dec 1, Scottsdale, Arizona, USA 4 11年11月25日星期五
  • 5. #2. Economic Incentives Give money or any other commodity that users consider valuable: Easy, Strait forward, (almost) always works Yefeng Liu, et al. Gamifying Intelligent Environments, Ubi-MUI at ACM MM’11, Nov 28 - Dec 1, Scottsdale, Arizona, USA 5 11年11月25日星期五
  • 6. #2. Economic Incentives cont. User trend to cheat for better pay. Yefeng Liu, et al. Gamifying Intelligent Environments, Ubi-MUI at ACM MM’11, Nov 28 - Dec 1, Scottsdale, Arizona, USA 6 11年11月25日星期五
  • 7. # Gamication To incentivize non-game system users to have so-called game-like behavior by integrating game mechanics and game-play elements into those non-game applications. Yefeng Liu, et al. Gamifying Intelligent Environments, Ubi-MUI at ACM MM’11, Nov 28 - Dec 1, Scottsdale, Arizona, USA 7 11年11月25日星期五
  • 8. Gamication Loop Build Point system: set clear and small goals -> give rewards when challenge is achieved -> show the achievements via leader board/ badges -> change virtual status on social networks. Yefeng Liu, et al. Gamifying Intelligent Environments, Ubi-MUI at ACM MM’11, Nov 28 - Dec 1, Scottsdale, Arizona, USA 8 11年11月25日星期五
  • 9. Yefeng Liu, et al. Gamifying Intelligent Environments, Ubi-MUI at ACM MM’11, Nov 28 - Dec 1, Scottsdale, Arizona, USA 9 11年11月25日星期五
  • 10. Q: Why there are so many kimono grils on the street today? LE1: They were attending the “seijin-shiki”, but I dont know its eng name, sorry. Translation Local Information LE2: Today is the Coming-of-age day, youth are 20 years of age need to attend a very special ceremony. “What does this sign say? Are “Why there’re so many kimono girls ties not allowed in this restaurant?” on the street today?” UbiAsk: Real-time Location-based Q&A via Social Media Ubiask provides local Q&A and image search functionality in near-real-time by engaging social media users as a workforce. Gamification and social psychology are used to successfully incentivise the crowd workers. Yefeng Liu, et al. Gamifying Intelligent Environments, Ubi-MUI at ACM MM’11, Nov 28 - Dec 1, Scottsdale, Arizona, USA 10 11年11月25日星期五
  • 11. Requester Requesters Crowdworkers Proxy server use mobile apps routes the requests to quickly create to appropriate a task and send it to server. Crowdworkers A task is a etc. via mobile emails etc. question that and various social incorporates an media platforms image (using phone camera) API etc. Location-based Result Data Representation & Reusage Location-based results are visualized with social mapping tools and social augmented reality services, resulting in a useful information pool for public use. Yefeng Liu, et al. Gamifying Intelligent Environments, Ubi-MUI at ACM MM’11, Nov 28 - Dec 1, Scottsdale, Arizona, USA 11 11年11月25日星期五
  • 12. User Studies 19 Requesters: mostly short term travelers from Western countries visiting Japan 36 Work Users: ordinary English + Japanese speaking residents in Japan From Jan 2011 – Mar 2011 Work Users were divided into 3 sub-groupsto test three different incentive mechanisms: 1. Location based leaderboard (game) 2. Social incentives: rapid feedback 3. Control group ! Yefeng Liu, et al. Gamifying Intelligent Environments, Ubi-MUI at ACM MM’11, Nov 28 - Dec 1, Scottsdale, Arizona, USA 12 11年11月25日星期五
  • 13. Incentives Comparison Results: Best contributors were motivated by intrinsic incentives rather than the extrinsic incentives we provided. For less self-motivated users, the incentive systems provided significant extra motivation. However, the differences between to incentive mechanisms is not statically signification to tell which one is better. Yefeng Liu, et al. Gamifying Intelligent Environments, Ubi-MUI at ACM MM’11, Nov 28 - Dec 1, Scottsdale, Arizona, USA 13 11年11月25日星期五
  • 14. EcoIsland: Persuasive application for motivating users to reduce CO2 emissions Yefeng Liu, et al. Gamifying Intelligent Environments, Ubi-MUI at ACM MM’11, Nov 28 - Dec 1, Scottsdale, Arizona, USA 14 11年11月25日星期五
  • 15. User Studies 6 families, 20 people, 4 weeks. In the beginning of the first week, a simple electricity usage meter was equipped on the participant’s air heater. During the first week, participants measures the energy consumption before using EcoIsland. Yefeng Liu, et al. Gamifying Intelligent Environments, Ubi-MUI at ACM MM’11, Nov 28 - Dec 1, Scottsdale, Arizona, USA 15 11年11月25日星期五
  • 16. Results In the survey, 17 out of 20 participants said that they were more conscious of environ- mental ecology after the experiment than before. From the air heater electricity usage, there was no statistically significant correlation with the reported activities. Yefeng Liu, et al. Gamifying Intelligent Environments, Ubi-MUI at ACM MM’11, Nov 28 - Dec 1, Scottsdale, Arizona, USA 16 11年11月25日星期五
  • 17. Implications Gamification is a way to improve user’s engagement of a service, however, it only provides secondary support to the main system functionality. It is impossible to magically shift user’s behavior via gamification when the main services of the system cannot attract user’s interests at all. Yefeng Liu, et al. Gamifying Intelligent Environments, Ubi-MUI at ACM MM’11, Nov 28 - Dec 1, Scottsdale, Arizona, USA 17 11年11月25日星期五
  • 18. Implications cont. Other than adding game mechanics, building the application with an actual game-like surface is also important to prosper gamified system. Designer should build the system as a fun application to interact (play) with. Yefeng Liu, et al. Gamifying Intelligent Environments, Ubi-MUI at ACM MM’11, Nov 28 - Dec 1, Scottsdale, Arizona, USA 18 11年11月25日星期五
  • 19. Thank You Yefeng Liu www.dcl.info.waseda.ac.jp/~yefeng yefeng@dcl.info.waseda.ac.jp 11年11月25日星期五