Skip to main content
Log in

Towards understanding the gamification upon users’ scores in a location-based social network

  • Published:
Multimedia Tools and Applications Aims and scope Submit manuscript

Abstract

Online social platform, such as Wikipedia and Foursquare, has been increasingly exploded due to not only various useful services provided but also social gaming mechanisms that can keep users actively engaged. For example, users are awarded ”virtual goods” like badges and points when they contribute to the community in the network by voluntarily sharing ideas and other information. In this paper, we aim to examine the effectiveness of a social gamification mechanism, named user scores, designed in Foursquare which is one of most popular location-based social networks. A user’s score in Foursquare is an aggregate measure based on recent check-in activities of the user, which reflects a snapshot summary of the user’s temporal and spatial behaviors. Whenever a user checks in to a venue, a list of scores of the user’s friends are visible to the user via a ”leaderboard” which ranks these users’ scores in a descending order. Given a pair of friends who participate in a score competition in such a gimification mechanism, we identify if one user’s scores have significant influence on the other user’s scores by utilizing the Granger Causality Test. To understand what types of users and what types of friends tend to participate in the score competition (i.e., their check-ins are more likely driven by such a gamification mechanism), we extract users’ features (e.g. user’s degree) as well as the features of pairs of friends (e.g., number of common friends, score similarity and ranking difference) to examine whether these features have correlations with those pairs of users who are identified as being involved in the score game. The identified influence on user scores has the important implication on applications including friend and venue recommendations in location-based social networks.

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

Access this article

Price excludes VAT (USA)
Tax calculation will be finalised during checkout.

Instant access to the full article PDF.

Fig. 1
Fig. 2
Fig. 3
Fig. 4
Fig. 5
Fig. 6
Fig. 7
Fig. 8
Fig. 9
Fig. 10
Fig. 11
Fig. 12
Fig. 13
Fig. 14
Fig. 15

Similar content being viewed by others

Notes

  1. http://aboutfoursquare.com/points-leaderboard/

  2. http://aboutfoursquare.com/why-does-my-foursquare-point-total-keep-changing/

  3. https://developer.foursquare.com/docs/

References

  1. Anagnostopoulos A, Kumar R, Mohammad M (2008) Influence and correlation in social networks. In: Proceedings of the 14th ACM SIGKDD international conference on Knowledge discovery and data mining

  2. Anti J, Elizabeth F (2011) Churchill. Badges in social media: a social psychological perspective. In: Proceedings of the 2011 CHI Gamification Workshop

  3. Blei DM, Ng AY, Jordan MI (2003) Latent dirichlet allocation. J Mach Learn Res 3:993–1022

    MATH  Google Scholar 

  4. Bakshy E, Karrer B, Adamic LA (2009) Social influence and the diffusion of user-created content. In: Proceedings of the 10th ACM conference on Electronic commerce, 2009

  5. Cho E, Myers SA, Leskovec J (2011) Friendship and mobility: user movement in location-based social networks. In: Proceedings of the 17th ACM SIGKDD international conference on Knowledge discovery and data mining

  6. Deterding S, Dixon D, Khaled R, Nacke L (2011) From game design elements to gamefulness: defining gamification. In: Proceedings of the 15th international academic mindTrek conference: Envisioning future media environments, 2011

  7. Deterding S, Dixon D, Nacke L, O’Hara K, Sicart M (2011) Gamification: using game-design elements in non-gaming contexts. In: Proceedings of the 2011 annual conference extended abstracts on Human factors in computing systems, 2011

  8. Erdős P, Rényi A (1960) On the evolution of random graphs. Publications of the Mathematical Institute of the Hungarian Academy of Sciences 5:17–61

    MathSciNet  Google Scholar 

  9. Granger CWJ (1969) Investigating causal relations by econometric models and cross-spectral methods. Econometrica: Journal of the Econometric Society, pp 424–438

  10. Grant M (2011) Gamification and location-based services. In: Workshop on cognitive engineering for mobile GIS

  11. Gao Y, Wang F, Luan H, Chua T-S (2014) Brand data gathering from live social media streams. In: Proceedings of ACM conference on multimedia retrieval 2014

  12. Gao Y,Wang M, Zha Z, Shen J, Li X,Wu X (2013) Visual-textual joint relevance learning for tag-based social image search. IEEE Trans Image Process 22(1):363–376

    Article  MathSciNet  Google Scholar 

  13. Hamari J, Koivisto J (2013) Social motivations to use gamification: an empirical study of gamifying exercise. In: Proceedings of the 21st European conference on information systems

  14. Johan B, Mao H, Zeng X (2011) Twitter mood predicts the stock market. J Comput Sci 2.1:1–8

    Google Scholar 

  15. Gan CK, Kasirun ZM, Law FL (2011) Gamification towards sustainable mobile application. In: 5th Malaysian conference in software engineering

  16. Lappas T, Terzi E, Gunopulos D, Mannila H (2010) Finding effectors in social networks. In: Proceedings of the 16th ACM SIGKDD international conference on Knowledge discovery and data mining, 2010

  17. Leskovec J, Huttenlocher D, Kleinberg J (2010) Signed networks in social media. In: Proceedings of the SIGCHI conference on human factors in computing Systems, 2010

  18. Long X, Jin L, Joshi J (2012) Exploring trajectory-driven local geographic topics in foursquare. In: Proceedings of the 4th international workshop on location-based social networks

  19. Newman M (2010) Chapter 8: the large-scale structures of networks. Networks: an introduction. Oxford University Press

  20. Patrick AM (1997) Testing hypotheses in nested regression models. In: Understanding regression analysis, pp 113–117

  21. Santos JL, Charleer S, Parra G, Klerkx J, Duval E, Verbert K (2013) Evaluating the use of open badges in an open learning environment. Scaling up Learning for Sustained Impact 8095:314–327

    Article  Google Scholar 

  22. Sebastian D (2012) Gamification: designing for motivation. Interactions 19.4:14–17

    Google Scholar 

  23. Simões J, Redondo RD, Vilas AF (2013) A social gamification framework for a K-6 learning platform. Computers Human Behavior 29.2:345–353

  24. Singla P, Richardson M(2008) Yes, there is a correlation: - from social networks to personal behavior on the web. In: Proceedings of the 17th international conference on World Wide Web

  25. Ugander J, Karrer B, Backstrom L, Marlow C (2011) The anatomy of the facebook social graph. CoRR. arXiv:1111.4503

  26. Xiang R, Neville J, Rogati M (2010) Modeling relationship strength in online social networks. In: Proceedings of the 19th international conference on World Wide Web

  27. Zhang K, Pelechrinis K (2014) Understanding spatial homophily: the case of peer inuence and social selection. In: Proceedings of the 23rd international World Wide Web Conference

  28. Zichermann G, Linder J (2010) Game-based marketing: inspire customer loyalty through rewards, challenges, and contests. Wiley

  29. Zichermann G, Cunningham C (2011) Gamification by design: implementing game mechanics in web and mobile apps. O’Reilly Media, Inc.

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Lei Jin.

Rights and permissions

Reprints and permissions

About this article

Check for updates. Verify currency and authenticity via CrossMark

Cite this article

Jin, L., Zhang, K., Lu, J. et al. Towards understanding the gamification upon users’ scores in a location-based social network. Multimed Tools Appl 75, 8895–8919 (2016). https://doi.org/10.1007/s11042-014-2317-3

Download citation

  • Received:

  • Revised:

  • Accepted:

  • Published:

  • Issue Date:

  • DOI: https://doi.org/10.1007/s11042-014-2317-3

Keywords

Navigation