Gamifying connected services patterns

Publikation: Beitrag in Buch/Bericht/KonferenzbandBeitrag in einem KonferenzbandForschungBegutachtung

Abstract

Gamification, defined as the application of game design principles in non-gaming contexts, is a powerful tool for making systems lastingly attractive by exhausting rewards as soon as specific conditions are met. In the context of online or real world shops, customers are sometimes rewarded for their loyalty via additional offers or services. These offers often incentivize users to consume additional services and goods. However, most of the time they are limited to a single or a small set of vendors, which raises the question of how customers can be motivated to use services of different domains and service providers. Furthermore, the lack of standardization and increasingly stringent data protection rules aggravate the exchange of business related data with other systems. This paper introduces two patterns. First, a way for increasing joint-marketing purposes is elaborated focusing on a buying behavior based rewarding approach. Second, an overlay for existing client-server systems is described whose purpose is to anonymize and share services in form of digital tokens across different service providers, their systems, and users. In summary, said patterns establish the context for incentivizing the usage of cross domain services.

Originalspracheenglisch
TitelProceedings of the 24th European Conference on Pattern Languages of Programs, EuroPLoP 2019
Herausgeber (Verlag)Association of Computing Machinery
ISBN (elektronisch)9781450362061
DOIs
PublikationsstatusVeröffentlicht - 3 Jul 2019
Veranstaltung24th European Conference on Pattern Languages of Programs, EuroPLoP 2019 - Irsee, Deutschland
Dauer: 3 Jul 20197 Jul 2019

Publikationsreihe

NameACM International Conference Proceeding Series

Konferenz

Konferenz24th European Conference on Pattern Languages of Programs, EuroPLoP 2019
LandDeutschland
OrtIrsee
Zeitraum3/07/197/07/19

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Schlagwörter

    ASJC Scopus subject areas

    • Human-computer interaction
    • !!Computer Networks and Communications
    • !!Computer Vision and Pattern Recognition
    • Software

    Dieses zitieren

    Rech, A., Steger, C., & Pistauer, M. (2019). Gamifying connected services patterns. in Proceedings of the 24th European Conference on Pattern Languages of Programs, EuroPLoP 2019 [a14] (ACM International Conference Proceeding Series). Association of Computing Machinery. https://doi.org/10.1145/3361149.3361163