{"title":"激励社会和行为科学参与的个性化游戏","authors":"C. Harteveld, Steven C. Sutherland","doi":"10.1145/3039677.3039681","DOIUrl":null,"url":null,"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.","PeriodicalId":436414,"journal":{"name":"Proceedings of the 2017 ACM Workshop on Theory-Informed User Modeling for Tailoring and Personalizing Interfaces","volume":"13 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2017-03-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"23","resultStr":"{\"title\":\"Personalized Gaming for Motivating Social and Behavioral Science Participation\",\"authors\":\"C. Harteveld, Steven C. Sutherland\",\"doi\":\"10.1145/3039677.3039681\",\"DOIUrl\":null,\"url\":null,\"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.\",\"PeriodicalId\":436414,\"journal\":{\"name\":\"Proceedings of the 2017 ACM Workshop on Theory-Informed User Modeling for Tailoring and Personalizing Interfaces\",\"volume\":\"13 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2017-03-13\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"23\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the 2017 ACM Workshop on Theory-Informed User Modeling for Tailoring and Personalizing Interfaces\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/3039677.3039681\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 2017 ACM Workshop on Theory-Informed User Modeling for Tailoring and Personalizing Interfaces","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3039677.3039681","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Personalized Gaming for Motivating Social and Behavioral Science Participation
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.