Proceedings of the 2020 ACM Designing Interactive Systems Conference 2020
DOI: 10.1145/3357236.3395477
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Exploring Virtual Rewards in Real Life

Abstract: Leading companies in the wearables market have introduced different virtual reward systems to their products and services to increase user engagement and enhance playfulness. While existing studies report mixed views on the effectiveness of virtual rewards offered by activity trackers, we still have a limited understanding of people's lived experiences with virtual reward systems. A four-month diary-based autoethnography reflecting on the use of three popular activity trackers (i.e., Fitbit, Apple Watch, and G… Show more

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Cited by 6 publications
(1 citation statement)
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References 41 publications
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“…Gamification refers to the integration or addition of game-design elements, game mechanics or game thinking in non-game contexts (Plass et al, 2015;Al-Azawi et al, 2016;Ha et al, 2020). In this practice, the main benefits derive from the combination of learning and fun and the union of theory and practice.…”
Section: Table 3 Active Learning Strategiesmentioning
confidence: 99%
“…Gamification refers to the integration or addition of game-design elements, game mechanics or game thinking in non-game contexts (Plass et al, 2015;Al-Azawi et al, 2016;Ha et al, 2020). In this practice, the main benefits derive from the combination of learning and fun and the union of theory and practice.…”
Section: Table 3 Active Learning Strategiesmentioning
confidence: 99%