Auditory, Visual, or Both? Comparing Visual and Auditory Representations of Game Elements in a Gamified Image-Tagging Task

In gamification users show increased motivation and engagement towards tasks. So far, this effect has mostly been empirically tested based on the visual depiction of game elements, while research on the use and addition of auditory aspects is sparse. In this work we investigate the effect of different modalities of game elements (auditory, visual, audiovisual) on user experience, perception and performance in a gamified image-tagging task. We approached this via an online validation survey to find suitable sound effects (N=50), a main quantitative study (N=109) and a qualitative semi-structured interview (N=9). Our results show that while visual gamification increases performance, auditory and audiovisual gamification had no effect. However, they were shown to have an influence on the user's flow state. Our qualitative follow-up study shed light on underlying reasons and revealed each modality has its own drawbacks and advantages and that combining both visual and auditory aspects was preferred by participants.

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Publication Details

Journal
Proceedings of the ACM on Human-Computer Interaction
Published
2024-10-14
DOI
https://doi.org/10.1145/3677059
Citations
4
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
3.16
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article

Auditory, Visual, or Both? Comparing Visual and Auditory Representations of Game Elements in a Gamified Image-Tagging Task

Donald Degraen, Maximilian Altmeyer, Marc Schubhan, Antonio Krüger et al.
4 citations
Proceedings of the ACM on Human-Computer Interaction
Educational Games and Gamification
3.16
article

Auditory, Visual, or Both? Comparing Visual and Auditory Representations of Game Elements in a Gamified Image-Tagging Task

Donald Degraen, Maximilian Altmeyer, Marc Schubhan, Antonio Krüger, Pascal Lessel, Katja Rogers
article en
4 citations

Abstract

In gamification users show increased motivation and engagement towards tasks. So far, this effect has mostly been empirically tested based on the visual depiction of game elements, while research on the use and addition of auditory aspects is sparse. In this work we investigate the effect of different modalities of game elements (auditory, visual, audiovisual) on user experience, perception and performance in a gamified image-tagging task. We approached this via an online validation survey to find suitable sound effects (N=50), a main quantitative study (N=109) and a qualitative semi-structured interview (N=9). Our results show that while visual gamification increases performance, auditory and audiovisual gamification had no effect. However, they were shown to have an influence on the user's flow state. Our qualitative follow-up study shed light on underlying reasons and revealed each modality has its own drawbacks and advantages and that combining both visual and auditory aspects was preferred by participants.

Proceedings of the ACM on Human-Computer InteractionVol. 8(CHI PLAY)
German Research Centre for Artificial Intelligence (DE), Hochschule für Technik und Wirtschaft des Saarlandes (DE), Amsterdam University of the Arts (NL), University of Duisburg-Essen (DE), University of Amsterdam (NL), Saarland University (DE)
Openalex Percentile: Top 8%
Educational Games and Gamification
3.16
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Auditory, Visual, or Both? Comparing Visual and Auditory Representations of Game Elements in a Gamified Image-Tagging Task — Donald Degraen, Maximilian Altmeyer, et al. · Proceedings of the ACM on Human-Computer Interaction (2024) | TGRS Research Map | TGRS