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Tailored gamification: A review of literature
International Journal of Human-Computer Studies ( IF 5.3 ) Pub Date : 2020-06-13 , DOI: 10.1016/j.ijhcs.2020.102495
Ana Carolina Tomé Klock , Isabela Gasparini , Marcelo Soares Pimenta , Juho Hamari

Gamification is increasingly becoming a pertinent aspect of any UI and UX design. However, a canonical dearth in research and application of gamification has been related to the role of individual differences in susceptibility to gamification and its varied designs. To address this gap, this study reviews the extant corpus of research on tailored gamification (42 studies). The findings of the review indicate that most studies on the field are mostly focused on user modeling for a future personalization, adaptation, or recommendation of game elements. This user model usually contains the users’ preferences of play (i.e., player types), and is mostly applied in educational settings. The main contributions of this paper are a standardized terminology of the game elements used in tailored gamification, the discussion on the most suitable game elements for each users’ characteristic, and a research agenda including dynamic modeling, exploring multiple characteristics simultaneously, and understanding the effects of other aspects of the interaction on user experience.



中文翻译:

量身定制的游戏化:文献综述

游戏化正日益成为任何UI和UX设计的相关方面。但是,在游戏化研究和应用中的规范缺乏与个人差异在游戏化易感性及其多样化设计中的作用有关。为了弥补这一差距,本研究回顾了针对定制游戏化的现有研究语料库(42项研究)。审查的结果表明,该领域的大多数研究主要集中在用户模型上,以便将来对游戏元素进行个性化,改编或推荐。该用户模型通常包含用户的游戏偏好(即玩家类型),并且主要应用于教育环境。本文的主要贡献是量身定制的游戏化中使用的游戏元素的标准化术语,

更新日期:2020-06-13
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