Abstract
Social robots hold significant promise to help individuals achieve their goals. Most individuals can benefit from a social robot when they interact with it over multiple sessions or a prolonged period. However, this can run well beyond the initial novelty period with a robot, signifying a challenging area for sustainable long-Term user interest and engagement. Gamification is a key domain that holds promise to overcome uptake and retention concerns. Grounded in gamification theory in combination with the 'Computers As Social Actors' (CASA) paradigm, this paper presents a set of guidelines for recommended practice on creating and implementing social robot interactions for long-term human-robot interactions.
Original language | English |
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Title of host publication | Proceedings of the 31st Australian Conference on Human-Computer-Interaction (OzCHI'19) |
Place of Publication | New York USA |
Publisher | Association for Computing Machinery (ACM) |
Pages | 359-363 |
Number of pages | 5 |
ISBN (Electronic) | 9781450376969 |
DOIs | |
Publication status | Published - Dec 2019 |
Externally published | Yes |
Event | Australian Computer Human Interaction Conference 2019 - Esplanade Hotel Fremantle, Fremantle, Australia Duration: 2 Dec 2019 → 5 Dec 2019 Conference number: 31st http://ozchi2019.visemex.org/wp/ https://dl.acm.org/doi/proceedings/10.1145/3369457 (Proceedings) |
Conference
Conference | Australian Computer Human Interaction Conference 2019 |
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Abbreviated title | OZCHI 2019 |
Country/Territory | Australia |
City | Fremantle |
Period | 2/12/19 → 5/12/19 |
Internet address |
Keywords
- Gamification
- Human-Computer Interaction
- Social Robot