Gamification, quantified-self or social networking? Matching users' goals with motivational technology

    Lobna Hassan
    Lobna Hassan
    Antonio Dias
    Antonio Dias

    User Model. User-Adapt. Interact., Volume 28, Issue 1, 2018, Pages 35-74.

    Cited by: 21|Bibtex|9|
    EI
    Keywords:
    GamificationQuantified-selfSocial networkingGoal-settingGoal orientationMore(1+)

    Abstract:

    Systems and services we employ in our daily life have increasingly been augmented with motivational designs which fall under the classes of (1) gamification, (2) quantified-self and (3) social networking features that aim to help users reach their goals via motivational enforcement. However, users differ in terms of their orientation and ...More
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