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Measuring the effect of "bottom-up" gamification in a microtask setting

Published: 20 September 2017 Publication History

Abstract

We investigate "bottom-up" gamification: allowing users to define their own gamification setup at runtime, i.e., they can select game elements fitting their needs. The goal is thereby to make gamification more engaging and relevant, by providing users with more autonomy. While it was shown previously that users appreciate "bottom-up" gamification, it was left open which effects "bottom-up" has in comparison to "top-down" gamification. We contribute to this by analyzing the effects within a microtask setup in the context of the text recognition domain. Participants (N=106) had to solve tasks, and were either in one of four gamified conditions (which varied in the amount of offered choices) or had to solve the tasks without gamification. Participants making use of the "bottom-up" choices solved more tasks, providing further support that systems should enable users to define their own gamification at runtime as this can lead to positive effects.

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  • (2025)The Influence of Player Type on the Motivation of Students in a Gamified Programming Learning EnvironmentICT Education10.1007/978-3-031-82478-4_1(1-16)Online publication date: 19-Feb-2025
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    cover image ACM Conferences
    AcademicMindtrek '17: Proceedings of the 21st International Academic Mindtrek Conference
    September 2017
    271 pages
    ISBN:9781450354264
    DOI:10.1145/3131085
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Published: 20 September 2017

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    Author Tags

    1. customization
    2. gamification
    3. user-led design

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    AcademicMindtrek'17: Annual Academic Mindtrek Conference
    September 20 - 21, 2017
    Tampere, Finland

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    • (2025)The Influence of Player Type on the Motivation of Students in a Gamified Programming Learning EnvironmentICT Education10.1007/978-3-031-82478-4_1(1-16)Online publication date: 19-Feb-2025
    • (2023)Qrowdsmith: Enhancing Paid Microtask Crowdsourcing with Gamification and Furtherance IncentivesACM Transactions on Intelligent Systems and Technology10.1145/360494014:5(1-26)Online publication date: 21-Jun-2023
    • (2023)How Personalization Affects Motivation in Gamified Review AssessmentsInternational Journal of Artificial Intelligence in Education10.1007/s40593-022-00326-x34:2(147-184)Online publication date: 10-Jan-2023
    • (2022)Do Hexad User Types Matter? Effects of (Non-) Personalized Gamification on Task Performance and User Experience in an Image Tagging TaskProceedings of the ACM on Human-Computer Interaction10.1145/35494916:CHI PLAY(1-27)Online publication date: 31-Oct-2022
    • (2022)“Absolute or Relative?” – Exploring the Choice Between Leaderboard Types in an Image Tagging TaskExtended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play10.1145/3505270.3558346(63-69)Online publication date: 2-Nov-2022
    • (2022)Here Comes No Boom! The Lack of Sound Feedback Effects on Performance and User Experience in a Gamified Image Classification TaskProceedings of the 2022 CHI Conference on Human Factors in Computing Systems10.1145/3491102.3517581(1-14)Online publication date: 29-Apr-2022
    • (2021)Does Physicality Enhance the Meaningfulness of Gamification?Transforming Gamification Elements to their Physical CounterpartsProceedings of the 33rd Australian Conference on Human-Computer Interaction10.1145/3520495.3520500(280-292)Online publication date: 30-Nov-2021
    • (2021)Understanding User Requirements for Self-Created IoT Health Assistant SystemsProceedings of the 20th International Conference on Mobile and Ubiquitous Multimedia10.1145/3490632.3490645(43-55)Online publication date: 5-Dec-2021
    • (2021)Personalization Improves GamificationProceedings of the ACM on Human-Computer Interaction10.1145/34747145:CHI PLAY(1-25)Online publication date: 6-Oct-2021
    • (2021)Exploring Personalization of Gamification in an Introductory Programming CourseProceedings of the 52nd ACM Technical Symposium on Computer Science Education10.1145/3408877.3432402(1121-1127)Online publication date: 3-Mar-2021
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