量身定制游戏化需要考虑的因素

S. Hallifax, A. Serna, J. Marty, G. Lavoué, É. Lavoué
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引用次数: 78

摘要

游戏化被广泛用于培养用户动机。最近的研究表明,根据用户的个性或玩家特征,他们或多或少会接受不同的游戏元素。因此,最近关于定制化游戏化的研究试图找出用户类型和激励游戏元素之间的联系。然而,由于不同的环境、不同的用户类型和不同的游戏元素执行,结果非常不一致。我们的工作旨在获得更普遍的发现,以便确定在根据用户配置定制游戏化时支持设计选择的主要因素,并为设计师提供设计定制游戏化系统的具体建议。为此,我们进行了一项有300名参与者的众包研究,以确定游戏元素的动机影响。我们的研究在三个方面不同于以前的工作:首先,它独立于特定的用户活动和领域;其次,它考虑了三种用户类型;第三,它清楚地区分了动机策略及其使用多种不同游戏元素的执行。我们的研究结果表明:(1)同一动机策略的不同实施对动机的影响不同;(2)主导用户类型不足以根据用户对游戏元素的偏好区分用户;(3)Hexad是定制游戏化的最合适的用户类型;(4)某些游戏元素的动机影响随着用户活动或游戏化系统的领域而变化。
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Factors to Consider for Tailored Gamification
Gamification is widely used to foster user motivation. Recent studies show that users can be more or less receptive to different game elements, based on their personality or player profile. Consequently, recent work on tailored gamification tries to identify links between user types and motivating game elements. However findings are very heterogeneous due to different contexts, different typologies to characterize users, and different implementations of game elements. Our work seeks to obtain more generalizable findings in order to identify the main factors that will support design choices when tailoring gamification to users' profiles and provide designers with concrete recommendations for designing tailored gamification systems. For this purpose, we ran a crowdsourced study with 300 participants to identify the motivational impact of game elements. Our study differs from previous work in three ways: first, it is independent from a specific user activity and domain; second, it considers three user typologies; and third, it clearly distinguishes motivational strategies and their implementation using multiple different game elements. Our results reveal that (1) different implementations of a same motivational strategy have different impacts on motivation, (2) dominant user type is not sufficient to differentiate users according to their preferences for game elements, (3) Hexad is the most appropriate user typology for tailored gamification and (4) the motivational impact of certain game elements varies with the user activity or the domain of gamified systems.
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