2 research outputs found

    A Design Framework for Adaptive Gamification Applications

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    The application of gamification does not always achieve the expected results due to the shortcomings of the quite common one size fits all approach of standard gamification concepts. We therefore propose a design framework that can inform systematic development of adaptive gamification applications. The developed framework draws on the current body of gamification literature, focusing on the emerging research stream of adaptive gamification. It provides design paths and design principles that translate the individual elements into concrete guidelines to assist the design practice. The framework has been successfully applied to the design and implementation of a prototype application using gamification to incentivize knowledge exchange on an existing online platform for physicians in practical medical training. The evaluation in a case study indicated positive user acceptance and increased system usage after the introduction of the developed adaptive gamification solution

    Personalizing Persuasive Strategies in Gameful Systems to Gamification User Types

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    © Owners/Authors, 2018. This is the author's version of the work. It is posted here for your personal use. Not for redistribution. The definitive Version of Record was published in CHI '18 Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems. DOI: https://doi.org/10.1145/3173574.3174009Persuasive gameful systems are effective tools for motivating behaviour change. Research has shown that tailoring these systems to individuals can increase their efficacy; however, there is little knowledge on how to personalize them. We conducted a large-scale study of 543 participants to investigate how different gamification user types responded to ten persuasive strategies depicted in storyboards representing persuasive gameful health systems. Our results reveal that people’s gamification user types play significant roles in the perceived persuasiveness of different strategies. People scoring high in the ‘player’ user type tend to be motivated by competition, comparison, cooperation, and reward while ‘disruptors’ are likely to be demotivated by punishment, goal-setting, simulation, and self-monitoring. ‘Socialisers’ could be motivated using any of the strategies; they are the most responsive to persuasion overall. Finally, we contribute to CHI research and practice by offering design guidelines for tailoring persuasive gameful systems to each gamification user type.NSERC Banting CNPq, Brazil SSHRC || 895-2011-1014, IMMERSe NSERC || RGPIN-418622-2012 CFI || 35819 Mitacs || IT0725
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