TY - GEN
T1 - Measuring your best you
T2 - 3rd IEEE International Conference on Cloud and Green Computing, CGC 2013, Held Jointly with the 3rd IEEE International Conference on Social Computing and Its Applications, SCA 2013
AU - Hall, Margeret
AU - Glanz, Stefan
AU - Caton, Simon
AU - Weinhardt, Christof
PY - 2013
Y1 - 2013
N2 - 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.
AB - 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.
KW - Gamification
KW - Social network design
KW - Well-being
UR - http://www.scopus.com/inward/record.url?scp=84893276330&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=84893276330&partnerID=8YFLogxK
U2 - 10.1109/CGC.2013.51
DO - 10.1109/CGC.2013.51
M3 - Conference contribution
AN - SCOPUS:84893276330
SN - 9780769551142
T3 - Proceedings - 2013 IEEE 3rd International Conference on Cloud and Green Computing, CGC 2013 and 2013 IEEE 3rd International Conference on Social Computing and Its Applications, SCA 2013
SP - 277
EP - 282
BT - Proceedings - 2013 IEEE 3rd International Conference on Cloud and Green Computing, CGC 2013 and 2013 IEEE 3rd International Conference on Social Computing and Its Applications, SCA 2013
Y2 - 30 September 2013 through 2 October 2013
ER -