Personalization Improves Gamification

Author:

Rodrigues Luiz1,Palomino Paula T.2,Toda Armando M.3,Klock Ana C. T.4,Oliveira Wilk5,Avila-Santos Anderson P.6,Gasparini Isabela7,Isotani Seiji1

Affiliation:

1. University of São Paulo, São Carlos, São Paulo, Brazil

2. University of São Paulo & University of Waterloo, São Carlos, São Paulo, Brazil

3. University of Sao Paulo, São Carlos, São Paulo, Brazil

4. Federal University of Rio Grande do Sul and Tampere University, Porto Alegre, Brazil

5. University of São Paulo and Tampere University, São Carlos, São Paulo, Brazil

6. University of São Paulo, Brazil, São Carlos, São Paulo, Brazil

7. Santa Catarina State University, Joinville, Brazil

Abstract

Personalization of gamification is an alternative to overcome the shortcomings of the one-size-fits-all approach, but the few empirical studies analyzing its effects do not provide conclusive results. While many user and contextual information affect gamified experiences, prior personalized gamification research focused on a single user characteristic/dimension. Therefore, we hypothesize if a multidimensional approach for personalized gamification, considering multiple (user and contextual) information, can improve user motivation when compared to the traditional implementation of gamification. In this paper, we test that hypothesis through a mixed-methods sequential explanatory study. First, 26 participants completed two assessments using one of the two gamification designs and self-reported their motivations through the Situational Motivation Scale. Then, we conducted semi-structured interviews to understand learners' subjective experiences during these assessments. As result, the students using the personalized design were more motivated than those using the one-size-fits-all approach regarding intrinsic motivation and identified regulation. Furthermore, we found the personalized design featured game elements suitable to users' preferences, being perceived as motivating and need-supporting. Thus, informing i) practitioners on the use of a strategy for personalizing gamified educational systems that is likely to improve students' motivations, compared to OSFA gamification, and ii) researchers on the potential of multidimensional personalization to improve single-dimension strategies. For transparency, dataset and analysis procedures are available at https://osf.io/grzhp.

Funder

Fundação de Amparo à Pesquisa e Inovação do Estado de Santa Catarina

Coordenação de Aperfeiçoamento de Pessoal de Nível Superior

Fundação de Amparo à Pesquisa do Estado de São Paulo

Conselho Nacional de Desenvolvimento Científico e Tecnológico

Publisher

Association for Computing Machinery (ACM)

Subject

Computer Networks and Communications,Human-Computer Interaction,Social Sciences (miscellaneous)

Reference81 articles.

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1. Towards an effective methodology for the integral gamification of classes;Multimedia Tools and Applications;2024-07-18

2. Gamification Techniques and Contribution Filtering in Crowdsourcing Micro-Task Applications;Journal on Interactive Systems;2024-05-15

3. Co-designing Customizable Clinical Dashboards with Multidisciplinary Teams: Bridging the Gap in Chronic Disease Care;Proceedings of the CHI Conference on Human Factors in Computing Systems;2024-05-11

4. Exploring the impact of the adaptive gamified assessment on learners in blended learning;Education and Information Technologies;2024-05-06

5. Tailoring Gamified Educational Systems to Users and Context;Anais Estendidos do IV Simpósio Brasileiro de Educação em Computação (EDUCOMP Estendido 2024);2024-04-22

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