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Social player analytics in a Facebook health game

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HCIK '15: Proceedings of HCI KoreaPages 180–187
Published:10 December 2014Publication History

ABSTRACT

Social health games can drive healthy behaviour. To track social behaviour change in social network games (SNGs), gameplay metrics should quantify socially-engaging gameplay behaviour based on player interactions. We developed social player metrics in a quantitative study of player behaviour in a social health game called Healthseeker (developed by Ayogo Health Inc.). This Facebook game targets people with diabetes to help them manage health goals in real life. Our metrics identify which game mechanics led to more gameplay success, connectedness and virality. We also identified how the behaviour of successful players differs from unsuccessful players in the game. Our results support that game mechanics aiming at social interactions can motivate players to solve more missions, to fulfill more healthy goals and to play the game longer. We conclude that having a well-connected social network can improve player success in solving game missions.

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  1. Social player analytics in a Facebook health game

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          Salvatore F. Pileggi

          The common understanding of games in the context of entertainment has been recently integrated with a new broad game concept aimed to improve people and their lives. Serious games and gamification in general significantly increase their potential if they are considered in a social context, running on well-known commercial social network platforms. In this work, a social health Facebook game that motivates better lifestyle choices for people living with diabetes is adopted to evaluate the social effectiveness of gameplay in network games. After having defined the reference metrics, the authors show important relationships between social behaviors and successful lifestyle changes through a correlation analysis to investigate the connection between having friends and being successful in the game. The tracked metrics clearly show how people with significant engagement in social networks (assumed to be proportional to the number of friends) perform better than users with more limited social activities on the platform. This work is definitely interesting for the methodology, the metrics, and the application context. In my humble opinion, there are aspects of the study that could be omitted (such as the gender information) because they don't seem to provide any useful information; other aspects, on the contrary, deserve more in-depth investigation (such as considering more than one game to support achieved results). Online Computing Reviews Service

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