5/11/2023 0 Comments Steam profileGuided by Self-Determination Theory, a major theory on human motivation, we investigate gamification and its effects on motivation and behavior in behavior change contexts, provide insights on contextual factors, contribute knowledge on the effect of personal factors on both the perception and effectiveness of gamification elements and lay out ways of utilizing this knowledge to implement personalized gamified systems. In this thesis, we contribute to this by considering the context in which gamified systems are applied and by understanding personal factors of users interacting with the system. Therefore, understanding the factors that have an influence on psychological measures and behavioral outcomes of gamified systems is much in need. In fact, literature reviews revealed that almost half of the interventions were only partially successful or even unsuccessful. However, past research has shown that gamification is not always successful. Gamification, the use of game elements in non-game contexts, has been shown to help people reaching their goals, affect people's behavior and enhance the users' experience within interactive systems. It shall not only facilitate understanding of players' preferences in a game community but also lay the groundwork for the potential personalized gamification design. 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. 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. 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. However, the designs of such elements in the majority of the target systems are similar. Many commonly adopted game design elements have been verified to be effective in various domains. ![]() Gamification is widely used as motivational design towards enhancing the engagement and performance of its users.
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