Several studies have indicated the need for personalizing gamified systems to users' personalities. However, mapping user personality onto design elements is difficult. Hexad is a gamification user types model that attempts this mapping but lacks a standard procedure to assess user preferences. Therefore, we created a 24-items survey response scale to score users' preferences towards the six different motivations in the Hexad framework. We used internal and testretest reliability analysis, as well as factor analysis, to validate this new scale. Further analysis revealed significant associations of the Hexad user types with the Big Five personality traits. In addition, a correlation analysis confirmed the framework's validity as a measure of user preference towards different game design elements. This scale instrument contributes to games user research because it enables accurate measures of user preference in gamification.
Highlights We tested the reliability of the Gamification User Types Hexad scale. Empirical evidence supports the structural validity of the scale in both English and Spanish. Exploratory and confirmatory factor analysis showed that the proposed factor structure adequately fitted the data. ‗Philanthropist', ‗Free Spirit', and ‗Achiever' are the prevalent user types, whereas ‗Disruptor' is the least common user type. Results suggest that a person's user type is correlated with their gender and age.
Several studies have developed models to explain player preferences. These models have been developed for digital games; however, they have been frequently applied in gameful design (i.e., designing non-game applications with game elements) without empirical validation of their fit to this different context. It is not clear if users experience game elements embedded in applications similarly to how players experience them in games. Consequently, we still lack a conceptual framework of design elements built specifically for a gamification context. To fill this gap, we propose a classification of eight groups of gameful design elements produced from an exploratory factor analysis based on participants' self-reported preferences. We describe the characteristics of the users who are more likely to enjoy each group of design elements in terms of their gender, age, gamification user type, and personality t raits. Our main contribution is providing an overview of which design elements work best for what demographic clusters and how we can apply this knowledge to design effective gameful systems.
Despite the emergence of many gameful design methods in the literature, there is a lack of evaluation methods specific to gameful design. To address this gap, we present a new set of guidelines for heuristic evaluation of gameful design in interactive systems. First, we review several gameful design methods to identify the dimensions of motivational affordances most often employed. Then, we present a set of 28 gamification heuristics aimed at enabling experts to rapidly evaluate a gameful system. The resulting heuristics are a new method to evaluate user experience in gameful interactive systems.
Gami cation has been used in a variety of application domains to promote behaviour change. Nevertheless, the mechanisms behind it are still not fully understood. Recent empirical results have shown that personalized approaches can potentially achieve be er results than generic approaches. However, we still lack a general framework for building personalized gameful applications. To address this gap, we present a novel general framework for personalized gameful applications using recommender systems (i.e., so ware tools and technologies to recommend suggestions to users that they might enjoy). is framework contributes to understanding and building e ective persuasive and gameful applications by describing the di erent building blocks of a recommender system (users, items, and transactions) in a personalized gami cation context.
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