Cargando…

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...

Descripción completa

Detalles Bibliográficos
Autores principales: Blanco-M, Alejandro, Contreras-Espinosa, Ruth S., Solé-Casals, Jordi
Formato: Online Artículo Texto
Lenguaje:English
Publicado: MDPI 2021
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
_version_ 1784631277123534848
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
work_keys_str_mv AT blancomalejandro clusteringuserstodeterminethemostsuitablegamificationelements
AT contrerasespinosaruths clusteringuserstodeterminethemostsuitablegamificationelements
AT solecasalsjordi clusteringuserstodeterminethemostsuitablegamificationelements