2019
Li, Xiaozhou; Lu, Chien; Peltonen, Jaakko; Zhang, Zheying
A Statistical Analysis of Steam User Profiles Towards Personalized Gamification Proceedings Article
In: Koivisto, Jonna; Hamari, Juho (Ed.): CEUR Workshop Proceedings, pp. 217-228, CEUR-WS, 2019, ISSN: 1613-0073.
Abstract | Links | Tags: Exploratory factor analysis, Gamification, Personalized gamification, Preference, Steam, User profile
@inproceedings{Li2019,
title = {A Statistical Analysis of Steam User Profiles Towards Personalized Gamification},
author = {Xiaozhou Li and Chien Lu and Jaakko Peltonen and Zheying Zhang},
editor = {Jonna Koivisto and Juho Hamari},
url = {https://urn.fi/URN:NBN:fi:tuni-201910244073},
issn = {1613-0073},
year = {2019},
date = {2019-04-08},
booktitle = {CEUR Workshop Proceedings},
volume = {2359},
pages = {217-228},
publisher = {CEUR-WS},
abstract = {Gamification is widely used as motivational design towards enhancing the engagement and performance of its users. Many commonly adopted game design elements have been verified to be effective in various domains. However, the designs of such elements in the majority of the target systems are similar. Due to inevitable differences between users, gamification systems can perform more effectively when users are provided with differently and personally designed features according to their preferences. Many studies have suggested such requirements towards personalizing gamified systems based on the users’ preferences, with categorizing gamification users and identifying their preferences as the initial step. This study proposes a preliminary analysis of the factors that categorize user preference in a game community, based on the user profiles data of the Steam platform. It shall not only facilitate understanding of players’ preferences in a game community but also lay the groundwork for the potential personalized gamification design.},
keywords = {Exploratory factor analysis, Gamification, Personalized gamification, Preference, Steam, User profile},
pubstate = {published},
tppubtype = {inproceedings}
}
Gamification is widely used as motivational design towards enhancing the engagement and performance of its users. Many commonly adopted game design elements have been verified to be effective in various domains. However, the designs of such elements in the majority of the target systems are similar. Due to inevitable differences between users, gamification systems can perform more effectively when users are provided with differently and personally designed features according to their preferences. Many studies have suggested such requirements towards personalizing gamified systems based on the users’ preferences, with categorizing gamification users and identifying their preferences as the initial step. This study proposes a preliminary analysis of the factors that categorize user preference in a game community, based on the user profiles data of the Steam platform. It shall not only facilitate understanding of players’ preferences in a game community but also lay the groundwork for the potential personalized gamification design.
