摘要
In recent years, as there has been a major change in the necessity and importance of sightseeing information, a platform to provide real-time sightseeing information according to the ever-changing circumstances is necessary. Additionally, it is effective to adopt gamification to increase users’ motivation to continuously utilize the system in order to provide them with more information. In the present study, in order to support users’ enjoyment in creating efficient and pleasant sightseeing plans, the system that incorporates gamification to increase motivation was developed combining with web-geographic information systems (Web-GIS) and sightseeing planning and sharing system. The system was operated over a period of 2 weeks in Chofu City, Tokyo Metropolis, Japan. Based on the results of a questionnaire survey for 51 users, though the operability of the 3 main functions incorporated with motivation by gamification was rated lower than those of the 2 basic functions, their usefulness was highly rated. Based on the results of the access log analysis, it was effective to design the system so that the same functions can be used regardless of the type of information terminal. Additionally, it was evident that the continuous utilization of the system could increase the number of sightseeing plans created by the users.
In recent years, as there has been a major change in the necessity and importance of sightseeing information, a platform to provide real-time sightseeing information according to the ever-changing circumstances is necessary. Additionally, it is effective to adopt gamification to increase users’ motivation to continuously utilize the system in order to provide them with more information. In the present study, in order to support users’ enjoyment in creating efficient and pleasant sightseeing plans, the system that incorporates gamification to increase motivation was developed combining with web-geographic information systems (Web-GIS) and sightseeing planning and sharing system. The system was operated over a period of 2 weeks in Chofu City, Tokyo Metropolis, Japan. Based on the results of a questionnaire survey for 51 users, though the operability of the 3 main functions incorporated with motivation by gamification was rated lower than those of the 2 basic functions, their usefulness was highly rated. Based on the results of the access log analysis, it was effective to design the system so that the same functions can be used regardless of the type of information terminal. Additionally, it was evident that the continuous utilization of the system could increase the number of sightseeing plans created by the users.
作者
Yuro Koga
Kayoko Yamamoto
Yuro Koga;Kayoko Yamamoto(Graduate School of Informatics and Engineering, University of Electro-Communications, Tokyo, Japan)