2015
DOI: 10.1007/978-3-319-19773-9_30
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A Player Model for Adaptive Gamification in Learning Environments

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Cited by 64 publications
(59 citation statements)
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References 14 publications
(12 reference statements)
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“…Whereas matrix B can be directly obtained from the answers to the BrainHex questionnaire over the 7 traits of the gamer profile, matrix A must be derived by some other means. In a previous study, we compared an Amatrix given by experts and an A-matrix extracted empirically from users' preferences [53]. As the expert-derived A-matrix was more accurate, we shall base ourselves on it for the adaptation process.…”
Section: Estimating the A-matrixmentioning
confidence: 99%
“…Whereas matrix B can be directly obtained from the answers to the BrainHex questionnaire over the 7 traits of the gamer profile, matrix A must be derived by some other means. In a previous study, we compared an Amatrix given by experts and an A-matrix extracted empirically from users' preferences [53]. As the expert-derived A-matrix was more accurate, we shall base ourselves on it for the adaptation process.…”
Section: Estimating the A-matrixmentioning
confidence: 99%
“…Studies: Half of the reviewed papers present studies that rely on an adaptive gamification system in an educational setting [18,19,20,25,28,30,31,34,35,36]. These papers provide valuable results about the impact of adaptive gamification on learner motivation and performance.…”
Section: Architecturesmentioning
confidence: 99%
“…Twelve of the papers reviewed [2,4,6,9,10,11,18,19,20,23,34,35] used the term "game element" to describe the low level implementations they use, such as points, levels, leaderboards, progress. Four papers from the same authors [25,28,29,30] use the term "game features" to present the same level of implementation. Knutas et al [21,22] use the terms "game like elements".…”
Section: Architecturesmentioning
confidence: 99%
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