Affective Effects of Gamification. Using Biosignals to
Measure the Effects on Working and Learning Users
Oliver Korn
Affective & Cognitive Institute,
Offenburg University
Offenburg, Germany
oliver.korn@acm.org
Adrian Rees
Affective & Cognitive Institute,
Offenburg University
Offenburg, Germany
adrian.rees@hs-offenburg.de
ABSTRACT
What emotional effects does gamification have on users who
work or learn with repetitive tasks? In this work, we use bio-
signals to analyze these affective effects of gamification. Af-
ter a brief discussion of related work, we describe the imple-
mentation of an assistive system augmenting work by project-
ing elements for guidance and gamification. We also show
how this system can be extended to analyse users’ emotions.
In a user study, we analyse both biosignals (facial expres-
sions and electrodermal activity), and regular performance
measures (error rate and task completion time).
For the performance measures, the results confirm known ef-
fects like increased speed and slightly increased error rate. In
addition, the analysis of the biosignals provides strong evi-
dence for two major affective effects: the gamification of
work and learning tasks incites highly significantly more
positive emotions and increases emotionality altogether. The
results add to the design of assistive systems, which are
aware of the physical as well as the affective context.
CCS Concepts
• Human-centered computing~Mixed / augmented reality •
Human-centered computing~Empirical studies in HCI • Hu-
man-centered computing~User centered design • Human-cen-
tered computing~Contextual design • Human-centered compu-
ting~User studies • Human-centered computing~Graphical user
interfaces • Human-centered computing~Visualization • Social
and professional topics~Socio-technical systems • Applied
computing~Computer-assisted instruction
Keywords
Gamification; Affective Computing; Physiological Signals;
Biosignals; Emotions; Affects; Playful Design
INTRODUCTION
This work attempts to validate the effects of the gamification
of work and learning tasks using biosignals instead of classic
surveys. On the application level, it contributes to the design
of an assistive system, which is aware of both the physical
and the affective context.
Figure 1. Context- and emotion-aware interactive system.
Figure 1 depicts the context- and emotion-aware interactive
system. It projects elements for guidance as well as gamifi-
cation directly into the workspace, supporting users in sce-
narios with repetitive tasks: either tasks like manual assem-
bly or learning tasks related to manual work, especially in
STEM (science, technology, engineering, and mathematics).
As an example, acquiring skills like “soldering” involves re-
peating physical tasks far more often, than understanding
them cognitively would require. Here playful design can help
a lot to increase motivation and work satisfaction.
The combination of the areas work and learning (or compe-
tence acquisition) is interesting: while playful design is rela-
tively new to work contexts, it is common in education: in the
nineties, multimedia-enriched lexica or vocabulary trainers
were termed “edutainment”; subsequently, the term “serious
games” replaced it. Today, the underlying design approach is
generalized as gamification: “using video game elements to
improve user experience and user engagement in non-game
services and applications” [9].
The overall design of a system for smart and gamified assis-
tance of work and physical learning tasks has already been
described by Korn et al. [17,21]. That system already aimed
to incorporate not only the physical context (hands, tools),
but also the user’s emotions to detect stress and increase mo-
tivation. However, to our knowledge such a system has not
yet been implemented and evaluated in a user study. This is
the focus of this work.
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https://doi.org/10.1145/3316782.3316783
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