Achievement systems are reward structures providing additional goals for players, and thus extending the play time of videogames. In this paper, we explore how applications other than games could benefit from achievement systems, and how users perceive this additional content in a service. For this purpose, we added an achievement system to a geo-tagged photo sharing service called Nokia Image Space. The results suggest that there is some potential in achievement systems outside the game domain. The achievements triggered some friendly competition and comparison between users. However, many users were not convinced, expressing concerns about the achievements motivating undesirable usage patterns. Therefore, an achievement system poses certain design considerations when applied in nongame software.
The quality of life and the cognitive performance of patients with extracranial carotid stenosis were investigated 8–11 years after treatment in 18 non‐operatively treated patients and 44 patients treated with carotid endarterectomy. The cognitive performance was compared with data on a normal control group. Cognitive performance was assessed with neuropsychological tests and the quality of life by personal interview based on a questionnaire. Most of the carotid stenosis patients recovered well both subjectively and cognitively regardless of the type of treatment. Only the subgroup operated twice was subjectively worse compared to the other groups. Even 10 years later the cognitive performance of carotid stenosis patients was remarkably close to normal.
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