Playful Reflection: Impact of Gamification on a Virtual Reality Simulation of Breastfeeding

Serious & Functional GamesEarly Childhood Education TechnologySpeech-Language Pathologists & AudiologistsEarly Childhood EducatorsVocational Trainers & Coaches

Title of the Paper

Playful Reflection: Impact of Gamification on a Virtual Reality Simulation of Breastfeeding

Paper Information

  • Subject Areas: Human-Computer Interaction (HCI), Virtual Reality (VR), Gamification
  • Keywords: Gamification, Reflection, Breastfeeding, Virtual Reality, Simulation

Research Background and Problem

  • Identified Problems or Challenges:
    • Gamification is often used to enhance the appeal and engagement of activities but may interfere with users' reflection on the core activity.
    • In the sensitive and personal context of breastfeeding, it remains unclear whether gamification distracts users from the activity itself or enhances their engagement experience.
  • Significance: Breastfeeding is not only a critical health practice but also involves sociocultural, emotional, and physical challenges. Deeper reflection can improve public understanding and support for related issues.
  • Research Motivation and Related Work:
    • The authors build on existing research that shows virtual reality can facilitate reflection on breastfeeding experiences.
    • However, the mechanisms by which gamification affects reflection in the context of breastfeeding remain unclear.

Solution

  • Proposed Solution:
    • Designed a virtual reality breastfeeding simulation system with and without gamification elements to compare the impact of the two versions on user experience and reflection.
    • Gamification elements include: progress bars, points, badges, sound effects, and visual effects to create a more goal-oriented experience.
  • Innovations:
    • Combined traditional gamification elements with the "Juicy Design" approach to enhance the experience in the sensitive context of breastfeeding.
    • Explored the potential tension between gamification and reflection.
  • Implementation Steps and Technology:
    • Used the Oculus Rift CV1 VR headset, Leap Motion gesture controller, and a virtual baby model to simulate the breastfeeding scenario.
    • Conducted experiments with both versions and collected quantitative and qualitative data through questionnaires (PXI, NASA-TLX) and semi-structured interviews.

Research Findings

  • Specific Findings:
    • Gamification significantly enhanced user experience, particularly in terms of functionality (e.g., clarity, control, progress feedback).
    • Gamification promoted reflection on goals and performance, but participants' attention sometimes shifted from the core activity to the game elements.
    • While gamification increased the surface appeal of the virtual breastfeeding experience, it might obscure the complexity and sensitivity of the activity.
  • Advantages Over Existing Solutions:
    • Introduced a novel approach combining gamification and virtual reality technologies to enhance user experience and trigger reflection.
    • Specifically revealed the impact of different gamification elements, providing guidance for designing interactive systems in sensitive contexts.
  • Experimental and Evaluation Results:
    • PXI scale results: Gamification significantly improved users' positive evaluation of the experience (e.g., progress feedback, goal clarity).
    • NASA-TLX scale results: The gamified version increased users' workload but did not significantly alter their perception of breastfeeding challenges.
    • Interviews indicated that gamification could evoke attention to challenges in the feeding process, such as pain and time constraints.
  • Limitations and Future Directions:
    • Limitations:
      • Limited variety of gamification elements; findings may not apply to all gamification designs.
      • Participant group was restricted to Western Europe, limiting the generalizability to other cultural attitudes toward breastfeeding.
      • Reflection data collection methods may have influenced participants' responses.
    • Future Directions:
      • Explore a more diverse range of gamification elements and their applicability in other contexts.
      • Develop methods to guide deeper reflection, such as combining qualitative analysis with other psychological measurement tools.

Conclusion and Significance

  • Contributions:
    • Provided insights and design recommendations for applying gamification in sensitive contexts such as breastfeeding.
    • Highlighted that while gamification can make activities more goal-oriented, careful handling is required to avoid distorting the content.
  • Significance:
    • Offered valuable suggestions for designing interactive systems in personalized and sensitive contexts.
    • Advanced the discussion on whether gamification affects the core experience of activities, promoting further research in HCI and gamification in health education.

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https://hci.top/en/papers/chi/96062/2023

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DOI: https://doi.org/10.1145/3544548.3580751
At a Glance

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Source
CHI
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Year
2023
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Authors
5 authors
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Subtopics
Serious & Functional Games, Early Childhood Education Technology
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Professions
Speech-Language Pathologists & Audiologists, Early Childhood Educators, Vocational Trainers & Coaches
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