2015
DOI: 10.1007/978-3-319-20907-4_22
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Based on Action-Personality Data Mining, Research of Gamification Emission Reduction Mechanism and Intelligent Personalized Action Recommendation Model

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Cited by 6 publications
(6 citation statements)
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“…The large majority of papers had the intention to motivate different behaviors or learning more about them, in many instances specifying these behaviors in the context of one or two of the other focus areas (user experience, social practice, environmental impacts), thus providing discussion points such as the relevance of infrastructure to make individual consumption shifts possible [58,69,79,88]. In terms of practice theory, behavior belongs to the pillar of "body", although various of the analyzed papers touch upon psychological conditions and cognitive processes, none of them addresses the topic as a direct outcome in terms of intention or impact, rather as part of the theory behind gamification [52,55,64,66,73] or a component of a larger model [82]. This could be explained by the way that this study was designed, as the targeted literature illustrates gamification in consumption areas with a relatively smaller body of research than energy or health.…”
mentioning
confidence: 99%
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“…The large majority of papers had the intention to motivate different behaviors or learning more about them, in many instances specifying these behaviors in the context of one or two of the other focus areas (user experience, social practice, environmental impacts), thus providing discussion points such as the relevance of infrastructure to make individual consumption shifts possible [58,69,79,88]. In terms of practice theory, behavior belongs to the pillar of "body", although various of the analyzed papers touch upon psychological conditions and cognitive processes, none of them addresses the topic as a direct outcome in terms of intention or impact, rather as part of the theory behind gamification [52,55,64,66,73] or a component of a larger model [82]. This could be explained by the way that this study was designed, as the targeted literature illustrates gamification in consumption areas with a relatively smaller body of research than energy or health.…”
mentioning
confidence: 99%
“…After "behavior change," the second most expected outcome reported were recommendations to different stakeholder groups (46% of publications) ranging from suggestions to design gamification approaches according to social norms [88] and informing about sustainability [78], to data mining [55] and improvement of education programs and efficient use of resources [42,72,76]. 23 publications clearly expressed that the intention of their gamified solution was to provide an environmental benefit, either for reducing pollution [21,51,82] climate change communication [83] and managing waste [47,54,69] at the individual level.…”
mentioning
confidence: 99%
“…Whereas previous research only provides conceptual/visual guidelines, this study contributes with technological aid for the designing of personalized gamified systems. This also differs from research on recommender systems for gamification [16], [50], [51] as those provide no concrete implementations from their proposals.…”
Section: E Summarymentioning
confidence: 92%
“…Accordingly, the literature on personalized gamification lacks concrete RS implementations, demonstrate by recent literature reviews finding only four studies that relate to RS or other forms of automating gamification personalization. Among those, one is the framework proposal itself [34], whereas the remaining are theoretical/conceptual models with no concrete implementations available for third-parties use [16], [50], [51]. Differently, we present and provide an RS for personalizing gamification, which was built upon findings from the study of this article.…”
Section: Recommender Systems For Personalized Gamificationmentioning
confidence: 99%
“…Other techniques employed, although less frequently, include statistical approaches and artificial intelligence methods. These include information science (Čudanov et al, 2014); ontology (Challco et al, 2014); clustering (Hakulinen & Auvinen, 2014); data mining (Xu & Tang, 2015); agent (Utomo & Santoso, 2015) and machine learning (Barata et al, 2017). Although diverse, they are only employed in a minority of the reviewed studies.…”
Section: Tailored Gamification: the Ongoing Trendmentioning
confidence: 99%