Adaptive gamification in collaborative location collecting systems: a case of traveling behavior detection

Collaborative location collecting systems (CLCS) is a particular case of collaborative systems where a community of users collaboratively collects data associated with a geo-referenced location. Gamification is a strategy to convene participants to CLCS. However, it cannot be generalized because of...

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Bibliographic Details
Authors: Dalponte Ayastuy, María, Torres, Diego
Format: article
Status:Published version
Publication Date:2022
Country:Argentina
Institution:Comisión de Investigaciones Científicas de la Provincia de Buenos Aires
Repository:CIC Digital (CICBA)
Language:English
OAI Identifier:oai:digital.cic.gba.gob.ar:11746/11560
Online Access:https://digital.cic.gba.gob.ar/handle/11746/11560
Access Level:Open access
Keyword:Ciencias de la Computación e Información
Adaptive gamification challenges
Spatial-temporal user profiling
Users behavioural patterns
Description
Summary:Collaborative location collecting systems (CLCS) is a particular case of collaborative systems where a community of users collaboratively collects data associated with a geo-referenced location. Gamification is a strategy to convene participants to CLCS. However, it cannot be generalized because of the different users’ profiles, and so it must be tailored to the users and playing contexts. A strategy for adapting gamification in CLCS is to build game challenges tailored to the player’s spatio-temporal behavior. This type of adaptation requires having a user traveling behavior profile. Particularly, this work is focused on the first steps to detect users’ behavioral profiles related to spatialtemporal activities in the context of CLCS. Specifically, this article introduces: (1) a strategy to detect patterns of spatial-temporal activities, (2) a model to describe the spatial-temporal behavior of users based on (1), and a strategy to detect users’ behavioral patterns based on unsupervised clustering. The approach is evaluated over a Foursquare dataset. The results showed two types of behavioral atoms and two types of users’ behavioral patterns.