Abstract | ||
---|---|---|
Well-being is a multifaceted concept, having intellectual origins in philosophy, psychology, economics, political science, and other disciplines. To date, methods to assess well-being are performed infrequently (e.g. yearly) and superficially, resulting in highly aggregated observations. Our objective is to create a measurement framework for assessing (human) well-being with a much higher observation frequency (e.g. daily). In decreasing the time between observations of well-being, we believe that better processes for the management of social groups and communities (e.g. a workforce) can be implemented. In this paper, we discuss our experiences and findings from the implementation of a gamified Facebook application for the measurement of well-being. We pay special attention to the accuracy of well-being observations, and the efficacy of various gamification incentives on continued use by users. Our results show that gamification provides a suitable environment for extracting accelerated, realistic, truthful self-reporting for the measurement of human flourishing. |
Year | DOI | Venue |
---|---|---|
2013 | 10.1109/CGC.2013.51 | Cloud and Green Computing |
Keywords | Field | DocType |
various gamification incentive,measurement framework,well-being observation,higher observation frequency,better process,aggregated observation,gamified facebook application,intellectual origin,continued use,gamification framework,well-being measurement,multifaceted concept | Social group,Incentive,Workforce,Knowledge management,Flourishing,Well-being,Multimedia | Conference |
Citations | PageRank | References |
4 | 0.63 | 4 |
Authors | ||
4 |
Name | Order | Citations | PageRank |
---|---|---|---|
Margeret Hall | 1 | 12 | 6.48 |
Stefan Glanz | 2 | 4 | 0.63 |
Simon Caton | 3 | 159 | 16.20 |
Christof Weinhardt | 4 | 985 | 141.98 |