15 research outputs found

    Understanding personal and contextual factors to increase motivation in gamified systems

    Get PDF
    Gamification, the use of game elements in non-game contexts, has been shown to help people reaching their goals, affect people's behavior and enhance the users' experience within interactive systems. However, past research has shown that gamification is not always successful. In fact, literature reviews revealed that almost half of the interventions were only partially successful or even unsuccessful. Therefore, understanding the factors that have an influence on psychological measures and behavioral outcomes of gamified systems is much in need. In this thesis, we contribute to this by considering the context in which gamified systems are applied and by understanding personal factors of users interacting with the system. Guided by Self-Determination Theory, a major theory on human motivation, we investigate gamification and its effects on motivation and behavior in behavior change contexts, provide insights on contextual factors, contribute knowledge on the effect of personal factors on both the perception and effectiveness of gamification elements and lay out ways of utilizing this knowledge to implement personalized gamified systems. Our contribution is manifold: We show that gamification affects motivation through need satisfaction and by evoking positive affective experiences, ultimately leading to changes in people's behavior. Moreover, we show that age, the intention to change behavior, and Hexad user types play an important role in explaining interpersonal differences in the perception of gamification elements and that tailoring gamified systems based on these personal factors has beneficial effects on both psychological and behavioral outcomes. Lastly, we show that Hexad user types can be partially predicted by smartphone data and interaction behavior in gamified systems and that they can be assessed in a gameful way, allowing to utilize our findings in gamification practice. Finally, we propose a conceptual framework to increase motivation in gamified systems, which builds upon our findings and outlines the importance of considering both contextual and personal factors. Based on these contributions, this thesis advances the field of gamification by contributing knowledge to the open questions of how and why gamification works and which factors play a role in this regard.Gamification, die Nutzung von Spielelementen in spielfremden Kontexten, kann nachweislich Menschen helfen, ihre Ziele zu erreichen, das Verhalten von Menschen zu beeinflussen und die Erfahrung der User in interaktiven Systemen zu verbessern. Allerdings hat die bisherige Forschung gezeigt, dass Gamification nicht immer erfolgreich ist. So haben LiteraturĂŒbersichten ergeben, dass fast die HĂ€lfte der Interventionen nur teilweise erfolgreich oder sogar erfolglos waren. Daher besteht ein großer Bedarf, die Faktoren zu verstehen, die einen Einfluss auf psychologische Maße sowie auf das Verhalten von Usern in gamifizierten Systemen haben. In dieser Arbeit tragen wir dazu bei, indem wir den Kontext, in dem gamifizierte Systeme eingesetzt werden, betrachten und persönliche Faktoren von Usern, die mit dem System interagieren, verstehen. Geleitet von der Selbstbestimmungstheorie, einer der wichtigsten Theorien zur menschlichen Motivation, untersuchen wir Gamification und dessen Auswirkungen auf Motivation und Verhalten in Kontexten zur VerhaltensĂ€nderung. Wir liefern Erkenntnisse ĂŒber kontextuelle Faktoren, tragen Wissen ĂŒber den Einfluss persönlicher Faktoren auf die Wahrnehmung und EffektivitĂ€t von Gamification-Elementen bei und bieten Möglichkeiten, dieses Wissen fĂŒr die Implementierung personalisierter gamifizierter Systeme zu nutzen. Unser Beitrag ist mannigfaltig: Wir zeigen, dass Gamification die Motivation durch BedĂŒrfnisbefriedigung und durch das Hervorrufen positiver affektiver Erfahrungen beeinflusst, was letztlich zu VerhaltensĂ€nderungen fĂŒhren kann. DarĂŒber hinaus zeigen wir, dass das Alter, die Absicht, das Verhalten zu Ă€ndern, und Hexad-Usertypen eine wichtige Rolle bei der ErklĂ€rung von interpersonellen Unterschieden in der Wahrnehmung von Gamification-Elementen spielen. Ebenso zeigen unsere Resultate dass die Anpassung von gamifizierten Systemen auf Basis dieser persönlichen Faktoren positive Auswirkungen auf psychologische und verhaltensbezogene Ergebnisse hat. Letztlich zeigen wir, dass Hexad-Usertypen teilweise durch Smartphone-Daten und Interaktionsverhalten in gamifizierten Systemen vorhergesagt werden können und dass sie auf spielerische Art und Weise erhoben werden können. Dies ermöglicht, unsere Erkenntnisse in der Gamification-Praxis zu nutzen. Auf Basis dieser Ergebnisse schlagen wir ein konzeptuelles Framework zur Steigerung der Motivation in gamifizierten Systemen vor, das die Wichtigkeit der BerĂŒcksichtigung sowohl kontextueller als auch persönlicher Faktoren hervorhebt. Diese Erkenntnisse bereichern das Forschungsfeld Gamification, indem sie Wissen zu den offenen Fragen, wie und warum Gamification funktioniert und welche Faktoren in diesem Zusammenhang eine Rolle spielen, beitragen

    Effekte lokal applizierter mikrovaskulÀrer Fragmente mittels thermoresponsivem Hydrogel auf die Frakturheilung

    Get PDF
    Eine defizitĂ€re Vaskularisation ist ein vorrangiger Grund fĂŒr eine verzögerte Frakturheilung bzw. die Entwicklung von Pseudarthrosen. Um dieses Problem zu lösen, können mikrovaskulĂ€re GefĂ€ĂŸfragmente (MVF) aus Fettgewebe als Vaskularisationseinheiten dienen. Jedoch benötigt es zur prĂ€zisen Applikation von MVF in einen Knochendefekt eine geeignete TrĂ€gersubstanz. In dieser Studie wurde untersucht, ob dies durch ein thermoresponsives Hydrogel (TRH) erreicht werden kann. MVF wurden aus CD-1 MĂ€usen isoliert und in TRH inkorporiert, wĂ€hrend nicht inkorporierte MVF als Kontrolle dienten. Die ViabilitĂ€t von MVF wurde immunhistochemisch ĂŒber einen Zeitraum von bis zu 7 Tagen untersucht. ZusĂ€tzlich wurde in Femora von CD-1 MĂ€usen eine Osteotomie induziert. Der Osteotomiespalt wurde mit MVF-beladenem TRH (TRH+MVF), unbeladenem TRH (TRH) oder ohne Material (Kontrolle) aufgefĂŒllt. Die Knochenheilung wurde 14 und 35 Tage postoperativ untersucht. In TRH eingebettete MVF zeigten weniger apoptotische Zellen und eine stabile GefĂ€ĂŸmorphologie im Vergleich zu Kontrollen. Im Tiermodell zeigte die Mikrocomputertomographie weniger Knochenvolumen in TRH+MVF Femora. Die Histomorphometrie ergab weniger Knochen- und mehr Bindegewebe 35 Tage postoperativ in TRH+MVF Femora verglichen mit Kontrollen. Dementsprechend war der ossĂ€re ÜberbrĂŒckungsscore und die Biegesteifigkeit in Femora der Gruppe TRH+MVF reduziert. Die Histologie und der Western Blot zeigten eine verbesserte Vaskularisierung und erhöhte CD31 Expression, wohingegen die Expression von vascular endothelial growth factor (VEGF) in TRH+MVF Femora reduziert war. Zudem zeigte der Kallus von TRH+MVF Femora eine höhere Expression von Rezeptor-aktiviertem NF-ÎșB Liganden (RANKL) und eine grĂ¶ĂŸere Anzahl an Osteoklasten. Diese Ergebnisse weisen darauf hin, dass TRH eine geeignete TrĂ€gersubstanz fĂŒr MVF darstellt. Die Applikation von TRH+MVF verbessert die Vaskularisation in Knochendefekten. Jedoch stört dies die Knochenheilung, am ehesten durch eine geringere VEGF Expression in der frĂŒhen Phase der Knochenheilung.Insufficient vascularization is a major cause for the development of non-unions. To overcome this problem, adipose tissue-derived microvascular fragments (MVF) may serve as 2 vascularization units. However, their application into bone defects needs a carrier system. Herein, we analyzed whether this is achieved by a thermoresponsive hydrogel (TRH). MVF were isolated from CD-1 mice and cultivated after incorporation into TRH, while non-incorporated MVF served as controls. Viability of MVF was assessed immunohistochemically over a 7-day period. Moreover, osteotomies were induced in femurs of CD-1 mice. The osteotomy gaps were filled with MVF-loaded TRH (TRH+MVF), unloaded TRH (TRH) or no material (control). Bone healing was evaluated 14 and 35 days postoperatively. MVF incorporated into TRH exhibited less apoptotic cells and showed a stable vessel morphology compared to controls. In the animal model, micro-computed tomography revealed a reduced bone volume in TRH+MVF femurs. Histomorphometry showed less bone and more fibrous tissue after 35 days in TRH+MVF femurs compared to controls. Accordingly, TRH+MVF femurs exhibited a lower osseous bridging score and a reduced bending stiffness. Histology and Western blot analysis revealed an increased vascularization and CD31 expression, whereas vascular endothelial growth factor (VEGF) expression was reduced in TRH+MVF femurs. Furthermore, the callus of TRH+MVF femurs showed increased receptor activator of NF-ÎșB ligand expression and higher numbers of osteoclasts. These findings indicate that TRH is an appropriate carrier system for MVF. Application of TRH+MVF increases the vascularization of bone defects. However, this impairs bone healing, most likely due to lower VEGF expression during the early course of bone healing

    Viewer types in game live streams: questionnaire development and validation

    Get PDF
    Producing and consuming live-streamed content is a growing trend attracting many people today. While the actual content that is streamed is diverse, one especially pop ular context is games. Streamers of gaming content broadcast how they play digital or analog games, attracting several thousand viewers at once. Previous scientific work has revealed that different motivations drive people to become viewers, which apparently impacts how they interact with the offered features and which streamers’ behaviors they appreciate. In this paper, we wanted to understand whether viewers’ motiva tions can be formulated as viewer types and systematically measured. We present an exploratory factor analysis (followed by a validation study) with which we developed a 25-item questionnaire assessing five different viewer types. In addition, we analyzed the predictive validity of the viewer types for existing and potential live stream fea tures. We were able to show that a relationship between the assessed viewer type and preferences for streamers’ behaviors and features in a stream exists, which can guide fellow researchers and streamers to understand viewers better and potentially provide more suitable experiences

    Turning Users' In-Game Behaviours into Actionable Adaptive Gamification Strategies using the PEAS Framework

    Get PDF
    Adaptive gamification answers the need to customize engagement strategies because users are motivated by different game elements and mechanics. To better understand these individual preferences, user modelling is vital. However, gameful designers must make many decisions on matching profiling data to actual adaptation strategies, which makes modelling particularly challenging. The lack of a standardized and guided process for adaptive gamification hinders replicability, comparability, and complicates making adaptation dynamic. In this study, we analyzed a persuasive gameful application (Play\&Go) to show how in-game behaviours can be translated into adaptation strategies. We used an existing adaptation framework (PEAS) grounded in the games and gamification literature. Our work demonstrates the suitability of the PEAS model as a shared, standardized method for adaptive gamification and shows how it can guide the process of transforming user behaviours into actionable adaptation strategies

    Turning Users\u27 In-Game Behaviours into Actionable Adaptive Gamification Strategies using the PEAS Framework

    Get PDF
    Adaptive gamification answers the need to customize engagement strategies because users are motivated by different game elements and mechanics. To better understand these individual preferences, user modelling is vital. However, gameful designers must make many decisions on matching profiling data to actual adaptation strategies, which makes modelling particularly challenging. The lack of a standardized and guided process for adaptive gamification hinders replicability, comparability, and complicates making adaptation dynamic. In this study, we analyzed a persuasive gameful application (Play\&Go) to show how in-game behaviours can be translated into adaptation strategies. We used an existing adaptation framework (PEAS) grounded in the games and gamification literature. Our work demonstrates the suitability of the PEAS model as a shared, standardized method for adaptive gamification and shows how it can guide the process of transforming user behaviours into actionable adaptation strategies

    Potential and effects of personalizing gameful fitness applications using behavior change intentions and Hexad user types

    Get PDF
    Personalizing gameful applications is essential to account for interpersonal differences in the perception of gameful design elements. Considering that an increasing number of people lead sedentary lifestyles, using personalized gameful applications to encourage physical activity is a particularly relevant domain. In this article, we investigate behavior change intentions and Hexad user types as factors to personalize gameful fitness applications. We first explored the potential of these two factors by analyzing differences in the perceived persuasiveness of gameful design elements using a storyboards-based online study (N=178). Our results show several significant effects regarding both factors and thus support the usefulness of them in explaining perceptual differences. Based on these findings, we implemented “Endless Universe,” a personalized gameful application encouraging physical activity on a treadmill. We used the system in a laboratory study (N=20) to study actual effects of personalization on the users’ performance, enjoyment and affective experiences. While we did not find effects on the immediate performance of users, positive effects on user experience-related measures were found. The results of this study support the relevance of behavior change intentions and Hexad user types for personalizing gameful fitness systems further

    Psychometric investigation of the gamification Hexad user types scale in Brazilian Portuguese

    Get PDF
    Gamification has become a significant direction in designing technologies, services, products, organizational structures, and any human activities towards being more game-like and consequently being more engaging and motivating. Albeit its success, research indicates that personal differences exist with regards to susceptibility to gamification at large as well as to different types of gamification designs. As a response, models and measurement instruments of user types when it comes to gamification have been developed. One of the most discussed related instruments is the Hexad user types scale. However, there has been paucity of research related to the validity and reliability of the Hexad instrument in general but also of its different formulations and language versions. To face this gap, our study focused on analyzing the psychometric properties of the Hexad scale in Brazilian Portuguese by conducting two confirmatory factor analyses and two multi-group confirmatory factor analyses. The survey was answered by 421 Brazilian respondents (52% self-reported women, 47% self-reported men, 0.5% preferred not to provide their gender, and 0.5% checked the option “other”), from the five Brazilian regions (23 different states and the Federal District), and aged between 10 and 60 years old. Findings support the structural validity of the scale as an oblique model and indicate opportunities for small improvements. Further research, both at academy and practice, may use this study as the source of measurement of user types related to gamification (in Brazilian Portuguese), as well as, as a theoretical and practical source for further studies discussing personalized gamification.publishedVersionPeer reviewe
    corecore