5 6.. [6] [7] [8] [9] [0] Top of Worlds[]. Deterding [] Vol.05-GN-94 No. 05/3/ 3.3 Persuasive Technology Persuasive Technology [3] Persuasive Technolo
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1 Vol.05-GN-94 No. 05/3/ () () Persuasive Technology Serious Persuasive Game Design for Participatory Sensing MASAMI TAKAHASHI HIROSHI SATO Participatory sensing is an approach for voluntarily collecting sensor data using mobile devices such as smartphones that are equipped with multiple sensor modules. In this approach, there are two problems; () Participatory sensing does not work without people s participation so some method to promote participation by improving motivation is necessary. () The supply of data is insufficient if the sensing time and location are left up to the participants. It is easy to collect sensor data in spaces where many people gather, whereas it is difficult to collect data where fewer people gather. To motivate users, punishment and reward can be common methods. However, reward and punishment systems have been found to be problematic for various reasons. Therefore, we focused on games to encourage cooperative behavior by intrinsic motivation. We proposed a real-world game design process and a geocaching-like game based on persuasive technology design and MDA framework for analyzing games. Through real-world evaluation, we showed that our game enable users to promote behavioral change through interests and enjoyment. We also showed what game elements works and what do not in this game.. GPS [] [] NTT NTT Network Innovation Laboratories [3] Persuasive Technology[4] MDA [5] Persuasive Technology c 05 Information Processing Society of Japan
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5 Vol.05-GN-94 No. 05/3/ 4.3 HTML5 JavaScript ( ) ( ) Information Processing Society of Japan 5
6 Vol.05-GN-94 No. 05/3/ GPS Mechanics, Dynamics, Aesthetics 5. GPS 0 4% Information Processing Society of Japan 6
7 Vol.05-GN-94 No. 05/3/ GB dB 3 30dB 30 60dB 90dB dB 3 05 Information Processing Society of Japan 7
8 6. Persuasive Technology Vol.05-GN-94 No. 05/3/ 0 IEEE International Conference on. IEEE, 0. 6) 04 7) Montola, Markus, Jaakko Stenros, and Annika Waern. Pervasive games: theory and design. Morgan Kaufmann Publishers Inc., ) O'Hara, Kenton. "Understanding geocaching practices and motivations." Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. ACM, 008. ) J. Burke, D. Estrin, M. Hansen, A. Parker, N. Ramanathan, S. Reddy, M. B. Srivastava. Participatory Sensing. WSW'006, ACM, October 3, 006, Boulder, CO, U.S.A. ) Alfie Kohn: Punished by Rewards, Houghton Mifflin (993). 3) Abt, Clark C. Serious games. University Press of America, ) Fogg, Brian J. "Persuasive technology: using computers to change what we think and do." Ubiquity 00.December (00): 5. 5) Hunicke, Robin, Marc LeBlanc, and Robert Zubek. "MDA: A formal approach to game design and game research." Proceedings of the AAAI Workshop on Challenges in Game AI ) Frey, Bruno S., and Ignacio Palacios-Huerta. Not just for the money: An economic theory of personal motivation. Edward Elgar Pub., ) Danezis, George, Stephen Lewis, and Ross J. Anderson. "How much is location privacy worth?." WEIS. Vol ) Jaimes, Luis G., Idalides Vergara-Laurens, and Miguel A. Labrador. "A location-based incentive mechanism for participatory sensing systems with budget constraints." Pervasive Computing and Communications (PerCom), 0 IEEE International Conference on. IEEE, 0. 9) Crowley, David N., et al. "Gamification of citizen sensing through mobile social reporting." Games Innovation Conference (IGIC), 0 IEEE International. IEEE, 0. 0) Martí, Irene Garcia, et al. "Mobile application for noise pollution monitoring through gamification techniques." Entertainment Computing-ICEC 0. Springer Berlin Heidelberg, ) Kawasaki, Hitoshi, et al. "An evaluation of method for encouraging participation." Proceedings of the 03 ACM conference on Pervasive and ubiquitous computing adjunct publication. ACM, 03. ) Deterding, Sebastian, et al. "From game design elements to gamefulness: defining gamification." Proceedings of the 5th International Academic MindTrek Conference: Envisioning Future Media Environments. ACM, 0. 3) Fogg, B. J. ", ( )." (005). 4) Fogg, Brain J. "Creating persuasive technologies: an eight-step design process." Persuasive ) Nikzad, Nima, et al. "Model-driven adaptive wireless sensing for environmental healthcare feedback systems." Communications (ICC), c 05 Information Processing Society of Japan 8
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