What is it about?

In this study, we analyzed the consistency of gamification user profiles from the Hexad model after six months of the initial identification. Using Partial Least Squares Path Modeling, a reliable method for estimating cause-effect relationship models with latent variables, we analyzed the association between user profiles in two different data collections.

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Why is it important?

Several studies have suggested and validated user models over the years, however, contradictory outcomes have been reported when applying these user models in practice (e.g., to personalize gamification). One of the hypotheses is people can present changes in their user profiles over time and therefore, influence the gamification design. Our findings indicated that user orientations can not be considered stable over time and also that the strongest tendency of the users might not be sufficient to determine how users change.

Perspectives

In the last years, I and my co-authors have focused on understanding how user profiles change over time and how we can personalize gamified systems based on them. Gamification is a recent field with several research opportunities and we see this paper as a step toward making better and longevous personalized gamified systems.

Ana Cláudia Santos
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This page is a summary of: The Consistency of Gamification User Types: A Study on the Change of Preferences over Time, Proceedings of the ACM on Human-Computer Interaction, September 2023, ACM (Association for Computing Machinery),
DOI: 10.1145/3611068.
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