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(Reference retrieved automatically from Web of Science through information on FAPESP grant and its corresponding number as mentioned in the publication by the authors.)

The relationship between user types and gamification designs

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Author(s):
Santos, Ana Claudia Guimaraes [1] ; Oliveira, Wilk [1] ; Hamari, Juho [2] ; Rodrigues, Luiz [1] ; Toda, Armando M. [1] ; Palomino, Paula T. [1] ; Isotani, Seiji [1]
Total Authors: 7
Affiliation:
[1] Univ Sao Paulo, Inst Math & Comp Sci, Sao Carlos, SP - Brazil
[2] Tampere Univ, Fac Informat Technol & Commun Sci, Gamificat Grp, Tampere - Finland
Total Affiliations: 2
Document type: Journal article
Source: USER MODELING AND USER-ADAPTED INTERACTION; v. 31, n. 5 AUG 2021.
Web of Science Citations: 0
Abstract

Gamification has been discussed as a standout approach to improve user experience, with different studies showing that users can have different preferences over game elements according to their user types. However, relatively less is known how different kinds of users may react to different types of gamification. Therefore, in this study (N = 331) we investigate how user orientation (Achiever, Disruptor, Free Spirit, Philanthropist, Player, and Socializer) is associated with the preference for and perceived sense of accomplishment from different gamification designs. Beyond singular associations between the user orientation and the gamification designs, the findings indicate no comprehensive and consistent patterns of associations. From the six user orientations, five presented significant associations: Socializer orientation was positively associated with Social, Fictional, and Personal designs, while negatively associated with Performance design; Player orientation was positively associated with Social (Accomplishment), Personal, and Ecological designs, while negatively associated with the Social design (Preference); Disruptor orientation was positively associated with Social design; Achiever orientation was positively associated with Performance and Social designs; and Free Spirit orientation was negatively associated with Social design. Based on the results, we provide recommendations on how to personalize gamified systems and set further research trajectories on personalized gamification. (AU)

FAPESP's process: 16/02765-2 - Gamify - A method to apply gamification concepts in software processes and educational applications
Grantee:Armando Maciel Toda
Support Opportunities: Scholarships in Brazil - Doctorate
FAPESP's process: 20/02801-4 - A gamified educational system based on the flow theory
Grantee:Wilk Oliveira dos Santos
Support Opportunities: Scholarships abroad - Research Internship - Doctorate
FAPESP's process: 18/15917-0 - Gamification of virtual learning environments: a narrative and user experience approach
Grantee:Paula Toledo Palomino
Support Opportunities: Scholarships in Brazil - Doctorate
FAPESP's process: 18/07688-1 - Design and automatic detection of flow experience in students and teachers in gamified intelligent educational systems
Grantee:Wilk Oliveira dos Santos
Support Opportunities: Scholarships in Brazil - Doctorate