2020
Hassan, Lobna; Rantalainen, Jere; Xi, Nannan; Pirkkalainen, Henri; Hamari, Juho
The Relationship Between Player Types and Gamification Feature Preferences Proceedings Article
In: Koivisto, Jonna; Bujić, Mila; Hamari, Juho (Ed.): Proceedings of the 4th International GamiFIN Conference, pp. 11-20, CEUR-WS, 2020, ISSN: 1613-0073.
Abstract | Links | Tags: Gamification, Personalization, Player types
@inproceedings{Hassan2020e,
title = {The Relationship Between Player Types and Gamification Feature Preferences},
author = {Lobna Hassan and Jere Rantalainen and Nannan Xi and Henri Pirkkalainen and Juho Hamari},
editor = {Jonna Koivisto and Mila Bujić and Juho Hamari
},
url = {https://urn.fi/URN:NBN:fi:tuni-202008316765},
issn = {1613-0073},
year = {2020},
date = {2020-04-01},
booktitle = {Proceedings of the 4th International GamiFIN Conference},
pages = {11-20},
publisher = {CEUR-WS},
abstract = {In this study, we investigate how users’ general gaming preferences (i.e. on dimensions of achievement, immersion and social orientations) are related to their perception of the (enjoyment, usefulness, ethicalness motivationability and continued use) of different gamification features. The study was amongst 144 students as a vignette study, framed in the context of gamification of the Moodle educational platform. The results show that, while achievement–orientation in gaming preferences is positively associated with perceptions of achievement–related gamification features, immersion and social gaming orientations had little, if any, positive associations with the different perceptions related to gamification features. While the results indicate that achievement-related gamification may be preferred by achievement-oriented players, overall players’ gaming preferences types may not be a comprehensive predictor for gamification preferences.},
keywords = {Gamification, Personalization, Player types},
pubstate = {published},
tppubtype = {inproceedings}
}
In this study, we investigate how users’ general gaming preferences (i.e. on dimensions of achievement, immersion and social orientations) are related to their perception of the (enjoyment, usefulness, ethicalness motivationability and continued use) of different gamification features. The study was amongst 144 students as a vignette study, framed in the context of gamification of the Moodle educational platform. The results show that, while achievement–orientation in gaming preferences is positively associated with perceptions of achievement–related gamification features, immersion and social gaming orientations had little, if any, positive associations with the different perceptions related to gamification features. While the results indicate that achievement-related gamification may be preferred by achievement-oriented players, overall players’ gaming preferences types may not be a comprehensive predictor for gamification preferences.
