CTRLCALLER: Gamification applied to a daily app, for the user's self-knowledge
DOI:
https://doi.org/10.25746/ruiips.v7.i1.18308Keywords:
gamification, market of attention, app creation, Nano Controlled NetworksAbstract
"CtrlCaller" is a mobile app for making phone-calls, keeping text notes, and logging self-assessments. It is designed following gamification strategies.
This document first presents one motive for why gamification makes sense in the current competitive "market of attention". Next, it introduces the "CtrlCaller" system, followed by a discussion of "gamification strategies" and how the app implements some. The approach here described can help in the design of similar information systems.
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