游戏化用户类型的一致性:偏好随时间变化的研究

Q1 Social Sciences
Ana Cláudia Guimarães Santos, Wilk Oliveira, Juho Hamari, Sivaldo Joaquim, Seiji Isotani
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引用次数: 0

摘要

近几十年来,一些研究提出并验证了用户模型(如Bartle和Hexad),以表示游戏和游戏化环境中的不同用户配置。然而,当在实践中应用这些用户模型时(例如,个性化游戏化),一些研究报告了相互矛盾的结果。最近,一些研究概述了对这些相互矛盾的发现的一种可能的解释是,人们可以随着时间的推移呈现出他们的用户资料的变化。在本研究中(N = 118),我们通过分析第一次和第二次数据收集中用户取向之间的关联,在最初识别六个月后,对游戏化用户取向的一致性进行了分析。总的来说,我们的结果证实了先前的研究表明,用户取向不能随着时间的推移而被认为是稳定的,而且用户的最强倾向可能不足以确定用户如何变化。此外,我们能够确定某些用户取向可能比其他用户取向更稳定,并在六个月后建立他们的个人资料之间的一些关系。根据结果,我们指出了一个研究议程,可以进一步了解这个主题,并指出了一组关于如何根据我们的结果对用户配置文件建模的建议。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The Consistency of Gamification User Types: A Study on the Change of Preferences over Time
In recent decades, several studies have suggested and validated user models (e.g., Bartle, and Hexad) to represent different user profiles in games and gamified environments. However, when applying these user models in practice (e.g., to personalize gamification), several studies reported contradictory outcomes. Recently, some studies outlined that one of the possible explanations for these contradictory findings is that people can present changes in their user profiles over time. In this study (N = 118), we present an analysis of the consistency of gamification user orientations after six months of the initial identification, by analyzing the association between user orientations in the first and second data collection. Overall, our results corroborate prior research demonstrating that user orientations can not be considered stable over time and also that the strongest tendency of the users might not be sufficient to determine how users change. Furthermore, we were able to identify that some user orientations can be more stable than others and model some relationships between their profiles after six months. Based on the results, we indicate a research agenda that can further the knowledge about the topic, as well as indicate a set of suggestions on how to model user profiles based on our results.
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来源期刊
Proceedings of the ACM on Human-Computer Interaction
Proceedings of the ACM on Human-Computer Interaction Social Sciences-Social Sciences (miscellaneous)
CiteScore
5.90
自引率
0.00%
发文量
257
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