The term gamification
describes the addition of game elements to non-game contexts as a means
to motivate and engage users. This study investigates the design,
delivery and pilot evaluation of a gamified, smartphone application
built to introduce new students to the campus, services and people at
university during their first few weeks. This paper describes changes to
the application made after an initial field study was undertaken and
provides an evaluation of the impact of the redesign. Survey responses
were collected from thirteen students and usage data was captured from
105 students. Results indicate three levels of user engagement and
suggest that there is value in adding game elements to the experience in
this way. A number of issues are identified and discussed based on game
challenges, input, and facilitating game elements in an event setting
such as university orientation.
OzCHI '12 Proceedings of the 24th Australian Computer-Human Interaction Conference