Skip to main content

Introducing Gamification to Cleaning and Housekeeping Work

  • Conference paper
  • First Online:
Collaboration Technologies and Social Computing (CollabTech 2017)

Part of the book series: Lecture Notes in Computer Science ((LNTCS,volume 10397))

Included in the following conference series:

Abstract

Gamification is the concept that utilizing elements and ideas of video games in non-gaming fields. It aims at improving user experience, user engagement and users’ motivation by utilizing elements and mechanisms by which video games entertain many people. In the paper, we explain some basic ideas to let people enjoy housekeeping work, and propose a vacuum cleaner with gamification elements as an example of the ideas. As a result of the experiments, it turned out that our vacuum cleaner with game elements could provide more enjoyable experience to users than usual.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Institutional subscriptions

References

  1. Foursquare (2017). https://foursquare.com/

  2. Ingress (2017). https://www.ingress.com/

  3. Mailbox (2015). http://www.mailboxapp.com/

  4. Nike+ Running (2017). http://www.nike.com/us/en_us/c/nike-plus

  5. Studyplus, Studyplus SNS, in Japanese (2017). http://studyplus.jp/

  6. language-quality-game, Microsoft (2012). https://social.technet.microsoft.com/wiki/contents/articles/9299.language-quality-game.aspx

  7. Kishimoto, Education using Game Design, in Japanese (2013). http://hrdm.jp/2013/04/post-129.html

  8. Hashiguchi, Correcting irregular sleeping time by gamification, Graduation thesis, in Japanese (2015). http://www.net.c.dendai.ac.jp/hashiguchi/11nc038.html

  9. Tobii EyeX Controller (2017). http://www.tobiipro.com/

  10. Yuhas, D.: Three Critical Elements Sustain Motivation, Scientific American (2014). http://www.scientificamerican.com/article/three-critical-elements-sustain-motivation/

  11. XBee (2017). http://www.zigbee.org/

  12. Twitter 4J (2017). https://github.com/yusuke/twitter4j

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Satoshi Ichimura .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2017 Springer International Publishing AG

About this paper

Cite this paper

Ichimura, S. (2017). Introducing Gamification to Cleaning and Housekeeping Work. In: Yoshino, T., Yuizono, T., Zurita, G., Vassileva, J. (eds) Collaboration Technologies and Social Computing. CollabTech 2017. Lecture Notes in Computer Science(), vol 10397. Springer, Cham. https://doi.org/10.1007/978-3-319-63088-5_16

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-63088-5_16

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-63087-8

  • Online ISBN: 978-3-319-63088-5

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics