Gamification of a To-Do List with Emotional Reinforcement

Macdonald, S. A. and Brewster, S. (2019) Gamification of a To-Do List with Emotional Reinforcement. 37th Annual ACM CHI Conference on Human Factors in Computing Systems (CHI '19 Extended Abstracts), Glasgow, UK, 04-09 May 2019. ISBN 9781450359719 (doi:10.1145/3290607.3313060)

184005.pdf - Accepted Version



Gamification can change how and why people interact with software. A common approach is to use quantitative feedback to give users a feeling of progress or achievement. There are, however, other ways to provide users with motivation or meaning during normal computer interactions, such as using emotional reinforcement. This could provide a powerful new tool to allow the positive effects of gamification to reach wider contexts. This paper investigates the design and evaluation of a mobile to-do list application, 'Tamu To-Do', which utilises gamified emotional reinforcement, as seen in Figure 1. A week-long field study (N=9) recorded user activity and impressions with the application. The results supported emotional reinforcement's potential as a gamification strategy to improve user motivation and engagement.

Item Type:Conference or Workshop Item
Keywords:Gamification, emotional reinforcement, motivation, mobile HCI.
Glasgow Author(s) Enlighten ID:Macdonald, Shaun and Brewster, Professor Stephen
Authors: Macdonald, S. A., and Brewster, S.
Subjects:Q Science > Q Science (General)
T Technology > T Technology (General)
College/School:College of Science and Engineering > School of Computing Science
Research Group:Glasgow Interactive Systems Group
Copyright Holders:Copyright © 2019 The Authors
First Published:First published in 37th Annual ACM CHI Conference on Human Factors in Computing Systems (CHI '19 Extended Abstracts): LBW1621
Publisher Policy:Reproduced in accordance with the publisher copyright policy
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