Should Gamification be Personalized? A Self- deterministic Approach

Mario Passalacqua, S. Sénécal, M. Fredette, L. Nacke, R. Pellerin, Pierre-Majorique Léger
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引用次数: 9

Abstract

Information system (IS) gamification has been successful in many contexts. Yet, research has shown gamification’s success to vary between individuals. In this paper, we compare personalized versus non-personalized gamification in a warehouse management setting. We devised a 26-participant within-subject experiment in which we programmed goal setting and feedback gamification elements into a wearable warehouse management system to evaluate the effectiveness of personalized gamification in terms of user performance. We examined the extent to which personalized gamification succeeded by categorizing participants into one of six user types through the HEXAD scale and then evaluating their performance time and errors across user types and conditions. We found that personalized gamification is more effective than non-personalized gamification. We present and discuss the motivational mechanisms through which personalized gamification can be more effective.
游戏化应该个性化吗?自我确定的方法
信息系统(IS)游戏化在许多情况下都取得了成功。然而,研究表明,游戏化的成功因人而异。在本文中,我们比较了仓库管理设置中的个性化与非个性化游戏化。我们设计了一项26人参与的实验,在实验中,我们将目标设定和反馈游戏化元素编入可穿戴仓库管理系统,以评估个性化游戏化在用户表现方面的有效性。我们通过HEXAD量表将参与者分为六种用户类型之一,然后评估他们在不同用户类型和条件下的表现时间和错误,从而研究了个性化游戏化的成功程度。我们发现个性化游戏化比非个性化游戏化更有效。我们提出并讨论了个性化游戏化更有效的动机机制。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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