Personalized gamification explores knowledge about the users to tailor gamification designs to improve one-size-fits-all gamification. The tailoring process should simultaneously consider user and contextual characteristics (e.g., activity to be done and geographic location), which leads to several occasions to tailor. Consequently, tools for automating gamification personalization are needed. The problems that emerge are that which of those characteristics are relevant and how to do such tailoring are open questions, and that the required automating tools are lacking. We tackled these problems in two steps. First, we conducted an exploratory study, collecting participants' opinions on the game elements they consider the most useful for different learning activity types (LAT) via survey. Then, we modeled opinions through conditional decision trees to address the aforementioned tailoring process. Second, as a product from the first step, we implemented a recommender system that suggests personalized gamification designs (which game elements to use), addressing the problem of automating gamification personalization. Our findings i) present empirical evidence that LAT, geographic locations, and other user characteristics affect users' preferences, ii) enable defining gamification designs tailored to user and contextual features simultaneously, and iii) provide technological aid for those interested in designing personalized gamification. The main implications are that demographics, game-related characteristics, geographic location, and LAT to be done, as well as the interaction between different kinds of information (user and contextual characteristics), should be considered in defining gamification designs and that personalizing gamification designs can be improved with aid from our recommender system.
翻译:个性化的个性化测试探索了有关用户的知识,以调整拼写设计,改进“一刀切”的拼写。定制过程应该同时考虑用户和背景特性(例如,要开展的活动和地理位置),这导致需要量身定制若干次。因此,需要自动拼写个性化的工具。出现的问题是,这些特征中哪些相关,如何进行这种定制是开放的问题,缺乏必要的自动化工具。我们分两个步骤处理这些问题。首先,我们进行了探索性研究,收集参与者关于他们认为对不同学习活动类型(LAT)最有用的游戏要素的意见。然后,我们通过有条件的决定树模拟意见,以解决上述定制过程。第二,作为第一步的产品,我们实施了一个建议系统,建议个性化的拼写设计(这些游戏要素将使用),解决拼写个性化个性化问题。我们的调查结果i)提供了经验性化、地理定位和其他用户特征对用户偏好的看法,通过调查(LAT),然后通过模拟游戏的拼写方式定义个人学习活动类型(LA),使个人拼写的拼写方法能够同时确定个人拼写到与图表相关的组织设计,这些背景化的拼写格式,在用户和图表设计中,这些背景化的拼写的拼写的拼写性设计可以提供与图表设计中,使个人格式化的地理结构化设计成为与制作的图的图,在设计中,在设计中,在设计中,在设计中可以提供与图表和制作成的精确性设计中,在设计中,在设计中,在设计中,使个人造的精确性设计中,在与图表中可以提供。