Location
Grand Wailea, Hawaii
Event Website
https://hicss.hawaii.edu/
Start Date
7-1-2020 12:00 AM
End Date
10-1-2020 12:00 AM
Description
With the increasing severity of particulate matter problems, the current media have begun to deal with this issue. Yet awareness of the problem is still very low among many people. In this study, we applied gamification methods to risk information communication to overcome the limitations of information from the previous particulate matter media. Via a design science research methodology and design process of the gamification, user needs regarding risk communication were defined and gamification was identified as a promising design alternative. Attributes of information design extracted from user research were implemented to guide the game elements. Effectiveness of the gamified application was evaluated through presurvey and postsurvey using remote unmoderated user testing. Based on self-determination theory, the relationship between game elements and required information design aspects, the effect of game elements on user motivation was evaluated. As a result, the effect of using the particulate matter game application was verified to bring affordance and internal and external motivation to users. In the case of internal motivation, autonomy was affected but competence and relatedness were not. Furthermore, the gamification application influenced users’ reduction action, knowledge of the problem, and empowerment regarding particulate matter after using the prototype.
Fine-Dusty: Gamification of Particulate Matter Risk Communication
Grand Wailea, Hawaii
With the increasing severity of particulate matter problems, the current media have begun to deal with this issue. Yet awareness of the problem is still very low among many people. In this study, we applied gamification methods to risk information communication to overcome the limitations of information from the previous particulate matter media. Via a design science research methodology and design process of the gamification, user needs regarding risk communication were defined and gamification was identified as a promising design alternative. Attributes of information design extracted from user research were implemented to guide the game elements. Effectiveness of the gamified application was evaluated through presurvey and postsurvey using remote unmoderated user testing. Based on self-determination theory, the relationship between game elements and required information design aspects, the effect of game elements on user motivation was evaluated. As a result, the effect of using the particulate matter game application was verified to bring affordance and internal and external motivation to users. In the case of internal motivation, autonomy was affected but competence and relatedness were not. Furthermore, the gamification application influenced users’ reduction action, knowledge of the problem, and empowerment regarding particulate matter after using the prototype.
https://aisel.aisnet.org/hicss-53/da/gamification/7