Accepted for/Published in: JMIR Serious Games
Date Submitted: Dec 22, 2021
Date Accepted: Aug 11, 2022
A Point Design Framework to Deliver Gameful Experience in the Gamified Environment
ABSTRACT
Background:
Point is one of the most widely used game mechanics in gamification. It has been used as a means to provide feedback to users. It visually shows user performance and is used along with other game mechanics to produce synergy effects. However, using it without analyzing the application environment and targets adversely affects users.
Objective:
This study aims to identify the problems that users encounter when point is applied improperly, to solve the problems based on the analysis of previous studies and actual point cases, and to develop a point design framework to deliver gameful experiences.
Methods:
Three problems are identified by analyzing previous studies. The first problem is the points that are only accumulated. The second is the points that emphasize on the difference from other people. The third pertains to the reward distribution problem that occurs when points are used as rewards.
Results:
We develop a framework by deriving three criteria for applying points. The first criterion is based on the passive acquisition approach and the active use approach. The second criterion is classifying the meaning of points to define high and low and many and few. The third criterion is the classification of personal reward points and group reward points based on segmentation of the reward criteria. Eight types of points are derived based on the derived point design framework.
Conclusions:
We expect that some of the problems that users experience when using points can be solved. Furthermore, we expect that some of the problems that arise when points are used as rewards, such as pointsification and overjustification effect can be solved. By solving the problems, we suggest a direction which enables a gameful experience for point users and improves the core value delivery through the gameful experience. We also suggest a gameful experience delivery method in the context of the ongoing COVID-19 pandemic.
Citation
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Copyright
© The authors. All rights reserved. This is a privileged document currently under peer-review/community review (or an accepted/rejected manuscript). Authors have provided JMIR Publications with an exclusive license to publish this preprint on it's website for review and ahead-of-print citation purposes only. While the final peer-reviewed paper may be licensed under a cc-by license on publication, at this stage authors and publisher expressively prohibit redistribution of this draft paper other than for review purposes.