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Gamification for Self-Tracking: From World of Warcraft to the Design of Personal Informatics Systems

Published: 19 April 2018 Publication History

Abstract

World of Warcraft (WoW) may be a source of inspiration to enrich the Personal Informatics systems user's experience and, at the same time, improve gamification design. Through the findings of a four-year reflexive ethnography in WoW, I outline how its game design elements support players in making sense of their own data, emphasizing how "game numbers" are turned into meanings. On the basis of the study results, I propose a series of design considerations to be used in the design of self-tracking systems, which recommend to embody data into digital entities, provide different analytical tools depending on the users' expertise through a flexible model, and foster the formation of "communities of practice" in order to support learning processes.

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    CHI '18: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
    April 2018
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    1. gamification
    2. personal informatics
    3. quantified self
    4. self-tracking
    5. world of warcraft

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