4.6 Article

Clustering Users to Determine the Most Suitable Gamification Elements

期刊

SENSORS
卷 22, 期 1, 页码 -

出版社

MDPI
DOI: 10.3390/s22010308

关键词

gamification; user profile; game elements; game genre; clustering

资金

  1. European Union [822615]
  2. H2020 Societal Challenges Programme [822615] Funding Source: H2020 Societal Challenges Programme

向作者/读者索取更多资源

This study proposes a clustering technique to map user preferences for gamification elements and determine the preferred game genre. The results indicate variations in user preferences for different gamification elements, with some elements leading to divergent user groups and others showing consensus.
The use of gamification elements has extended from being a complement for a product to being integrated into multiple public services to motivate the user. The first drawback for service designers is choosing which gamification elements are appropriate for the intended audience, in addition to the possible incompatibilities between gamification elements. This work proposes a clustering technique that enables mapping different user profiles in relation to their preferred gamification elements. Additionally, by mapping the best cluster for each gamification element, it is possible to determine the preferred game genre. The article answered the following research questions: What is the relationship between the genre of the game and the element of gamification? Different user groups (profiles) for each gamification element? Results indicate that there are cases where the users are divided between those who agree or disagree. However, other elements present a great heterogeneity in the number of groups and the levels of agreement.

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