Towards Adaptive Gamification: A Method Using DynamicPlayer Profile and a Case Study

The design of gamified experiences following the one-fits-all approach uses the same game elements for all users participating in the experience. The alternative is adaptive gamification, which considers that users have different playing motivations. Some adaptive approaches use a (static) player pr...

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Detalles Bibliográficos
Autores: Rodríguez Santiago, Inmaculada, Puig Puig, Anna, Rodríguez, Àlex
Tipo de recurso: artículo
Estado:Versión publicada
Fecha de publicación:2022
País:España
Institución:Universidad de Barcelona
Repositorio:Dipòsit Digital de la UB
OAI Identifier:oai:diposit.ub.edu:2445/185510
Acceso en línea:https://hdl.handle.net/2445/185510
Access Level:acceso abierto
Palabra clave:Ludificació
Jocs seriosos
Gamification
Serious games
Descripción
Sumario:The design of gamified experiences following the one-fits-all approach uses the same game elements for all users participating in the experience. The alternative is adaptive gamification, which considers that users have different playing motivations. Some adaptive approaches use a (static) player profile gathered at the beginning of the experience; thus, the user experience fits this player profile uncovered through the use of a player type questionnaire. This paper presents a dynamic adaptive method which takes players' profiles as initial information and also considers how these profiles change over time based on users' interactions and opinions. Then, the users are provided with a personalized experience through the use of game elements that correspond to their dynamic playing profile. We describe a case study in the educational context, a course integrated on Nanomoocs, a massive open online course (MOOC) platform. We also present a preliminary evaluation of the approach by means of a simulator with bots that yields promising results when compared to baseline methods. The bots simulate different types of users, not so much to evaluate the effects of gamification (i.e., the completion rate), but to validate the convergence and validity of our method. The results show that our method achieves a low error considering both situations: when the user accurately (Err = 0.0070) and inaccurately (Err = 0.0243) answers the player type questionnaire.