Factors to Consider for Tailored Gamification

Gamification is widely used to foster user motivation. Recent studies show that users can be more or less receptive to different game elements, based on their personality or player profile. Consequently, recent work on tailored gamification tries to identify links between user types and motivating game elements. However findings are very heterogeneous due to different contexts, different typologies to characterize users, and different implementations of game elements. Our work seeks to obtain more generalizable findings in order to identify the main factors that will support design choices when tailoring gamification to users’ profiles and provide designers with concrete recommendations for designing tailored gamification systems. For this purpose, we ran a crowdsourced study with 300 participants to identify the motivational impact of game elements. Our study differs from previous work in three ways: first, it is independent from a specific user activity and domain; second, it considers three user typologies; and third, it clearly distinguishes motivational strategies and their implementation using multiple different game elements. Our results reveal that (1) different implementations of a same motivational strategy have different impacts on motivation, (2) dominant user type is not sufficient to differentiate users according to their preferences for game elements, (3) Hexad is the most appropriate user typology for tailored gamification and (4) the motivational impact of certain game elements varies with the user activity or the domain of gamified systems.

[1]  M. Kendall,et al.  ON THE METHOD OF PAIRED COMPARISONS , 1940 .

[2]  R. A. Bradley,et al.  RANK ANALYSIS OF INCOMPLETE BLOCK DESIGNS , 1952 .

[3]  R. A. Bradley,et al.  Rank Analysis of Incomplete Block Designs: I. The Method of Paired Comparisons , 1952 .

[4]  Robert Tibshirani,et al.  An Introduction to the Bootstrap , 1994 .

[5]  L. Thurstone A law of comparative judgment. , 1994 .

[6]  E. Deci,et al.  Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. , 2000, The American psychologist.

[7]  S. Gosling,et al.  A very brief measure of the Big-Five personality domains , 2003 .

[8]  Nick Yee,et al.  Motivations for Play in Online Games , 2006, Cyberpsychology Behav. Soc. Netw..

[9]  David Thue,et al.  Interactive Storytelling: A Player Modelling Approach , 2007, AIIDE.

[10]  Ching‐I Teng,et al.  Personality and motivations for playing online games , 2008 .

[11]  J. DiMicco,et al.  When the experiment is over: Deploying an incentive system to all the users , 2008 .

[12]  Philip Dutré,et al.  Geometry of illumination, luminance contrast, and gloss perception. , 2010, Journal of the Optical Society of America. A, Optics, image science, and vision.

[13]  Jeffrey Heer,et al.  Crowdsourcing graphical perception: using mechanical turk to assess visualization design , 2010, CHI.

[14]  Mark Mingyi Young,et al.  Twitter Me: Using Micro-blogging to Motivate Teenagers to Exercise , 2010, DESRIST.

[15]  David R. Flatla,et al.  Calibration games: making calibration tasks enjoyable by adding motivating game elements , 2011, UIST.

[16]  Regan L. Mandryk,et al.  BrainHex: Preliminary Results from a Neurobiological Gamer Typology Survey , 2011, ICEC.

[17]  Julita Vassileva,et al.  Motivating participation in social computing applications: a user modeling perspective , 2012, User Modeling and User-Adapted Interaction.

[18]  Lennart E. Nacke,et al.  From game design elements to gamefulness: defining "gamification" , 2011, MindTrek.

[19]  Lennart E. Nacke,et al.  Player Typology in Theory and Practice , 2011, DiGRA Conference.

[20]  Peter Brusilovsky,et al.  Encouraging user participation in a course recommender system: An impact on user behavior , 2011, Comput. Hum. Behav..

[21]  H. Oinas-Kukkonen,et al.  Persuasive Features in Web-Based Alcohol and Smoking Interventions: A Systematic Review of the Literature , 2011, Journal of medical Internet research.

[22]  Padmini Srinivasan,et al.  Quality through flow and immersion: gamifying crowdsourced relevance assessments , 2012, SIGIR '12.

[23]  Juho Hamari,et al.  Defining gamification: a service marketing perspective , 2012, MindTrek.

[24]  Boris E. R. de Ruyter,et al.  Adaptive Persuasive Systems: A Study of Tailored Persuasive Text Messages to Reduce Snacking , 2012, TIIS.

[25]  K. Werbach,et al.  For the Win: How Game Thinking Can Revolutionize Your Business , 2012 .

[26]  John W. Rice,et al.  The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education , 2012, Int. J. Gaming Comput. Mediat. Simulations.

[27]  J. Gee Glued to Games: How Video Games Draw Us in and Hold Us Spellbound , 2012 .

[28]  Scott Nicholson A User-Centered Theoretical Framework for Meaningful Gamification , 2012 .

[29]  Tao Dong,et al.  Discovery-based games for learning software , 2012, CHI.

[30]  Jure Leskovec,et al.  Steering user behavior with badges , 2013, WWW.

[31]  Scott Grant,et al.  Encouraging user behaviour with achievements: An empirical study , 2013, 2013 10th Working Conference on Mining Software Repositories (MSR).

[32]  Paul Denny,et al.  The effect of virtual achievements on student engagement , 2013, CHI.

[33]  Christopher Cheong,et al.  Quick Quiz: A Gamified Approach for Enhancing Learning , 2013, PACIS.

[34]  Stefan Greuter,et al.  Towards personalised, gamified systems: an investigation into game design, personality and player typologies , 2013, IE.

[35]  Juho Hamari,et al.  Social Motivations To Use Gamification: An Empirical Study Of Gamifying Exercise , 2013, ECIS.

[36]  Julita Vassileva,et al.  Tailoring persuasive health games to gamer type , 2013, CHI.

[37]  Janaki Kumar,et al.  Gamification at Work: Designing Engaging Business Software , 2013, HCI.

[38]  Marko Sarstedt,et al.  Partial least squares structural equation modeling (PLS-SEM): An emerging tool in business research , 2014 .

[39]  Eric Brangier,et al.  Process of Gamification From The Consideration of Gamification To Its Practical Implementation , 2013 .

[40]  Juho Hamari,et al.  Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification , 2014, 2014 47th Hawaii International Conference on System Sciences.

[41]  Florin Oprescu,et al.  I PLAY AT WORK—ten principles for transforming work processes through gamification , 2014, Front. Psychol..

[42]  Julita Vassileva,et al.  Modeling the efficacy of persuasive strategies for different gamer types in serious games for health , 2014, User Modeling and User-Adapted Interaction.

[43]  Juho Hamari,et al.  Do Persuasive Technologies Persuade? - A Review of Empirical Studies , 2014, PERSUASIVE.

[44]  Riichiro Mizoguchi,et al.  An Ontology Engineering Approach to Gamify Collaborative Learning Scenarios , 2014, CRIWG.

[45]  Sebastian Deterding,et al.  The Lens of Intrinsic Skill Atoms: A Method for Gameful Design , 2015, Hum. Comput. Interact..

[46]  Yigal Attali,et al.  Gamification in assessment: Do points affect test performance? , 2015, Comput. Educ..

[47]  Elke E. Mattheiss,et al.  Personalization in Serious and Persuasive Games and Gamified Interactions , 2015, CHI PLAY.

[48]  Iván Cantador,et al.  Validating Gamification Mechanics and Player Types in an E-learning Environment , 2015, EC-TEL.

[49]  Jesse Fox,et al.  Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance , 2015, Comput. Educ..

[50]  Deborah I. Fels,et al.  Gamification in theory and action: A survey , 2015, Int. J. Hum. Comput. Stud..

[51]  Marc Busch,et al.  The Gamification User Types Hexad Scale , 2016, CHI PLAY.

[52]  Elke E. Mattheiss,et al.  Player Type Models: Towards Empirical Validation , 2016, CHI Extended Abstracts.

[53]  Elke E. Mattheiss,et al.  Using Player Type Models for Personalized Game Design - An Empirical Investigation , 2016, IxD&A.

[54]  Bin Xu,et al.  Personality-targeted Gamification: A Survey Study on Personality Traits and Motivational Affordances , 2016, CHI.

[55]  Martin J. Wainwright,et al.  Estimation from Pairwise Comparisons: Sharp Minimax Bounds with Topology Dependence , 2015, J. Mach. Learn. Res..

[56]  Julita Vassileva,et al.  Improving the Efficacy of Games for Change Using Personalization Models , 2017, ACM Trans. Comput. Hum. Interact..

[57]  Rafal Mantiuk,et al.  A practical guide and software for analysing pairwise comparison experiments , 2017, ArXiv.

[58]  Juho Hamari,et al.  Do badges increase user activity? A field experiment on the effects of gamification , 2017, Comput. Hum. Behav..

[59]  Richard N. Landers,et al.  Enhancing instructional outcomes with gamification: An empirical test of the Technology-Enhanced Training Effectiveness Model , 2017, Comput. Hum. Behav..

[60]  Alexandre N. Tuch,et al.  Towards understanding the effects of individual gamification elements on intrinsic motivation and performance , 2017, Comput. Hum. Behav..

[61]  Gustavo Fortes Tondello,et al.  Elements of Gameful Design Emerging from User Preferences , 2017, CHI PLAY.

[62]  S. Edney,et al.  Does gamification increase engagement with online programs? A systematic review , 2017, PloS one.

[63]  Chrysanne Di Marco,et al.  Towards Personality-driven Persuasive Health Games and Gamified Systems , 2017, CHI.

[64]  Richard N. Landers,et al.  Gamification of task performance with leaderboards: A goal setting experiment , 2017, Comput. Hum. Behav..

[65]  Kate L. Howard,et al.  Why rate when you could compare? Using the “EloChoice” package to assess pairwise comparisons of perceived physical strength , 2018, PloS one.

[66]  Rita Orji,et al.  Towards a Trait Model of Video Game Preferences , 2018, Int. J. Hum. Comput. Interact..

[67]  Rita Orji,et al.  Personalizing Persuasive Strategies in Gameful Systems to Gamification User Types , 2018, CHI.

[68]  Jean-Charles Marty,et al.  A Design Space For Meaningful Structural Gamification , 2018, CHI Extended Abstracts.

[69]  Annapaola Marconi,et al.  Player Types and Player Behaviors: Analyzing Correlations in an On-the-field Gamified System , 2018, CHI PLAY.

[70]  Joan Arnedo-Moreno,et al.  Effect of personalized gameful design on student engagement , 2018, 2018 IEEE Global Engineering Education Conference (EDUCON).

[71]  Paul Denny,et al.  Empirical Support for a Causal Relationship Between Gamification and Learning Outcomes , 2018, CHI.

[72]  Sébastien George,et al.  Adaptive Gamification for Learning Environments , 2019, IEEE Transactions on Learning Technologies.