Gamification for Self-Tracking: From World of Warcraft to the Design of Personal Informatics Systems
Authors
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.
Research Questions / Practical Problems
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