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(Referência obtida automaticamente do Web of Science, por meio da informação sobre o financiamento pela FAPESP e o número do processo correspondente, incluída na publicação pelos autores.)

The relationship between user types and gamification designs

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Autor(es):
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]
Número total de Autores: 7
Afiliação do(s) autor(es):
[1] Univ Sao Paulo, Inst Math & Comp Sci, Sao Carlos, SP - Brazil
[2] Tampere Univ, Fac Informat Technol & Commun Sci, Gamificat Grp, Tampere - Finland
Número total de Afiliações: 2
Tipo de documento: Artigo Científico
Fonte: USER MODELING AND USER-ADAPTED INTERACTION; v. 31, n. 5 AUG 2021.
Citações Web of Science: 0
Resumo

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)

Processo FAPESP: 16/02765-2 - Gamify - Metodologia para Gamificação de Processos e Softwares Educacionais
Beneficiário:Armando Maciel Toda
Modalidade de apoio: Bolsas no Brasil - Doutorado
Processo FAPESP: 20/02801-4 - Um sistema educacional gamificado baseado na teoria do fluxo
Beneficiário:Wilk Oliveira dos Santos
Modalidade de apoio: Bolsas no Exterior - Estágio de Pesquisa - Doutorado
Processo FAPESP: 18/15917-0 - Gamificando ambientes virtuais de aprendizagem: uma abordagem focada na narrativa e experiência do usuário
Beneficiário:Paula Toledo Palomino
Modalidade de apoio: Bolsas no Brasil - Doutorado
Processo FAPESP: 18/07688-1 - Design e detecção automática de experiência de fluxo em estudantes e professores em sistemas educacionais inteligentes gamificados
Beneficiário:Wilk Oliveira dos Santos
Modalidade de apoio: Bolsas no Brasil - Doutorado