揭示用户类型的理论基础:对定制游戏设计研究中的用户类型进行实证分析和批判性讨论

IF 5.3 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS
Jeanine Kirchner-Krath , Maximilian Altmeyer , Linda Schürmann , Bastian Kordyaka , Benedikt Morschheuser , Ana Carolina Tomé Klock , Lennart Nacke , Juho Hamari , Harald F.O. von Korflesch
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引用次数: 0

摘要

游戏化已成为信息系统和人机交互研究中与用户动机和行为相关的主要领域之一。在这一背景下,一个重要的研究空白是缺乏对用户特征的理解,尤其是他们对游戏互动的偏好(即用户类型学),以及如何根据个人需求定制游戏化。尽管用户类型学在用户分类中占有重要地位,但目前的用户类型学及其在研究和实践中的应用在有效性、可靠性以及结果的应用和解释方面都受到了严厉的批评。因此,有必要重新考虑常见用户类型学的关系和基础,并建立健全的实证基础,以批判性地讨论它们对个性化游戏化的价值和限制。为了填补这一研究空白,本研究通过一项调查研究(n=877),使用各自的测量工具,调查了量身定制的游戏化文献中最流行的玩家类型(即 Bartle 的玩家类型、Yee 的游戏动机、BrainHex 和 HEXAD)的心理测量属性,随后进行了相关分析以了解它们之间的经验关系,并进行了探索性因素分析以确定潜在因素。研究结果证实,尽管用户类型学的起源不同,但它们之间存在相当大的重叠,其中一些类型学是一致的,而另一些类型学则与理论上假设的关系相矛盾。此外,我们还发现这四种用户类型总体上分为五个基本的基本维度,即社交、逃避、成就、奖励追求和独立,这五个维度可被视为共同的概念,从根本上反映了游戏化中用户动机的关键决定因素。我们的研究结果表明,未来在量身定制游戏化设计方面的研究和实践应该把重点从开发和应用更加细致的类型学转移到理解和测量游戏化系统中用户动机的关键决定因素上来。此外,鉴于这些决定因素之间存在相当大的相互关系,我们还认为,研究人员应倾向于连续呈现用户在特定情境中的动机,而不是将用户类型作为其偏好的静态表现进行二分法操作。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Uncovering the theoretical basis of user types: An empirical analysis and critical discussion of user typologies in research on tailored gameful design

Gamification has become one of the main areas in information systems and human–computer interaction research related to users’ motivations and behaviors. Within this context, a significant research gap is the lack of understanding of how users’ characteristics, especially in terms of their preferences for gameful interaction (i.e., user typologies), moderate the effects of gamification and, furthermore, how gamification could be tailored to individual needs. Despite their prominence in classifying users, current typologies and their use in research and practice have received severe criticism regarding validity and reliability, as well as the application and interpretation of their results. Therefore, it is essential to reconsider the relationships and foundations of common user typologies and establish a sound empirical basis to critically discuss their value and limits for personalized gamification. To address this research gap, this study investigated the psychometric properties of the most popular player types within tailored gamification literature (i.e., Bartle’s player types, Yee’s motivations to play, BrainHex, and HEXAD) through a survey study (n=877) using their respective measurement instruments, followed by a correlation analysis to understand their empirical relations and an exploratory factor analysis to identify the underlying factors. The results confirm that user typologies, despite their different origins, show considerable overlap, some being consistent whereas others contradicted theoretically assumed relationships. Furthermore, we show that these four user typologies overall factor into five underlying and fundamental dimensions of Socialization, Escapism, Achievement, Reward Pursuit, and Independence, which could be considered common concepts that may essentially reflect key determinants of user motivation in gamification. Our findings imply that future research and practice in tailored gamification design should shift the focus from developing and applying ever more nuanced typologies to understanding and measuring the key underlying determinants of user motivation in gameful systems. Moreover, given the considerable interrelationships between these determinants, we also argue that researchers should favor continuous representations of users’ motivations in specific situations instead of a dichotomous operationalization of user types as static manifestations of their preferences.

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来源期刊
International Journal of Human-Computer Studies
International Journal of Human-Computer Studies 工程技术-计算机:控制论
CiteScore
11.50
自引率
5.60%
发文量
108
审稿时长
3 months
期刊介绍: The International Journal of Human-Computer Studies publishes original research over the whole spectrum of work relevant to the theory and practice of innovative interactive systems. The journal is inherently interdisciplinary, covering research in computing, artificial intelligence, psychology, linguistics, communication, design, engineering, and social organization, which is relevant to the design, analysis, evaluation and application of innovative interactive systems. Papers at the boundaries of these disciplines are especially welcome, as it is our view that interdisciplinary approaches are needed for producing theoretical insights in this complex area and for effective deployment of innovative technologies in concrete user communities. Research areas relevant to the journal include, but are not limited to: • Innovative interaction techniques • Multimodal interaction • Speech interaction • Graphic interaction • Natural language interaction • Interaction in mobile and embedded systems • Interface design and evaluation methodologies • Design and evaluation of innovative interactive systems • User interface prototyping and management systems • Ubiquitous computing • Wearable computers • Pervasive computing • Affective computing • Empirical studies of user behaviour • Empirical studies of programming and software engineering • Computer supported cooperative work • Computer mediated communication • Virtual reality • Mixed and augmented Reality • Intelligent user interfaces • Presence ...
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