Personalized Gaming for Motivating Social and Behavioral Science Participation

C. Harteveld, Steven C. Sutherland
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引用次数: 23

Abstract

Game-like environments are increasingly used for conducting research due to the affordances that such environments offer. However, the problem remains that such environments treat their users equally. In order to address this, personalization is necessary. In this paper we discuss the need to personalize gamified research environments to motivate participation by illustrating a playful platform called Mad Science, which is being developed to allow users to create social and behavioral studies. This discussion is both informed by the platform's affordances and use thus far as well as existing theories on player motivation, and contributes to theory-informed approaches to (gamified) personalization technologies.
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激励社会和行为科学参与的个性化游戏
游戏类环境越来越多地用于进行研究,因为这种环境提供了支持。然而,问题仍然是这样的环境对用户一视同仁。为了解决这个问题,个性化是必要的。在本文中,我们讨论了个性化游戏化研究环境的必要性,通过举例说明一个名为“疯狂科学”的有趣平台来激励参与,该平台正在开发中,允许用户创建社会和行为研究。这一讨论是基于平台的易用性和使用情况,以及现有的玩家动机理论,并有助于(游戏化)个性化技术的理论指导方法。
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Proceedings of the 2017 ACM Workshop on Theory-Informed User Modeling for Tailoring and Personalizing Interfaces Session details: Exploiting Big Data Session details: Personality-Based Personalization Modeling Characteristics of Location from User Photos Session details: Research Methodology
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