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Clustering Users to Determine the Most Suitable Gamification Elements
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 p...
Autores principales: | , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
MDPI
2021
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8749633/ https://www.ncbi.nlm.nih.gov/pubmed/35009844 http://dx.doi.org/10.3390/s22010308 |
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author | Blanco-M, Alejandro Contreras-Espinosa, Ruth S. Solé-Casals, Jordi |
author_facet | Blanco-M, Alejandro Contreras-Espinosa, Ruth S. Solé-Casals, Jordi |
author_sort | Blanco-M, Alejandro |
collection | PubMed |
description | 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. |
format | Online Article Text |
id | pubmed-8749633 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2021 |
publisher | MDPI |
record_format | MEDLINE/PubMed |
spelling | pubmed-87496332022-01-12 Clustering Users to Determine the Most Suitable Gamification Elements Blanco-M, Alejandro Contreras-Espinosa, Ruth S. Solé-Casals, Jordi Sensors (Basel) Article 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. MDPI 2021-12-31 /pmc/articles/PMC8749633/ /pubmed/35009844 http://dx.doi.org/10.3390/s22010308 Text en © 2021 by the authors. https://creativecommons.org/licenses/by/4.0/Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/). |
spellingShingle | Article Blanco-M, Alejandro Contreras-Espinosa, Ruth S. Solé-Casals, Jordi Clustering Users to Determine the Most Suitable Gamification Elements |
title | Clustering Users to Determine the Most Suitable Gamification Elements |
title_full | Clustering Users to Determine the Most Suitable Gamification Elements |
title_fullStr | Clustering Users to Determine the Most Suitable Gamification Elements |
title_full_unstemmed | Clustering Users to Determine the Most Suitable Gamification Elements |
title_short | Clustering Users to Determine the Most Suitable Gamification Elements |
title_sort | clustering users to determine the most suitable gamification elements |
topic | Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8749633/ https://www.ncbi.nlm.nih.gov/pubmed/35009844 http://dx.doi.org/10.3390/s22010308 |
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