Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems 2016
DOI: 10.1145/2858036.2858463
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"Don't Whip Me With Your Games"

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Cited by 21 publications
(7 citation statements)
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“…His work is more focused on the design of educational gamification services. Lessel et al (2016) also present a similar approach that is based on letting users customize their gameful experience by deciding when to use gamification and what elements to use. However, it is more focused on letting users freely choose from a defined (Lessel et al, 2016) or undefined (Lessel et al, 2018) set of gameful design elements, instead of relying on user types to aid in the selection.…”
Section: Methods For Personalized Gameful Designmentioning
confidence: 99%
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“…His work is more focused on the design of educational gamification services. Lessel et al (2016) also present a similar approach that is based on letting users customize their gameful experience by deciding when to use gamification and what elements to use. However, it is more focused on letting users freely choose from a defined (Lessel et al, 2016) or undefined (Lessel et al, 2018) set of gameful design elements, instead of relying on user types to aid in the selection.…”
Section: Methods For Personalized Gameful Designmentioning
confidence: 99%
“…One of the approaches to improve the design of gameful systems is personalized (or adaptive) gamification, meaning the tailoring of the gameful design elements, the interaction mechanics, the tasks, or the game rules according to the preferences or skills of each user (Lessel et al, 2016;Böckle et al, 2017;Tondello et al, 2017b;Klock et al, 2018;Tondello, 2019). Recent advances in the study of personalized gamification include the development of personalized gameful design methods (see section 2.1), the development of user preferences models and taxonomies of game elements (see section 2.2), and the evaluation of the effects of personalized gameful systems (see section 2.3).…”
Section: Introductionmentioning
confidence: 99%
“…User engagement with smart-home toolkits is another issue, since programming-like activities are far from thrilling to many users [5,22]. Lately, solutions that gamify end-user programming for the smart home have drawn interest [20,22,43]. These are grounded in self-determination theory (SDT), which suggests that humans have three fundamental needs [51]: for autonomy (opportunities to make one's own choices), relatedness (creation of social bonds between oneself and others), and competence (striving to master skills that one fnds important).…”
Section: How Smart-home Toolkits Support Appropriation By Usersmentioning
confidence: 99%
“…These are grounded in self-determination theory (SDT), which suggests that humans have three fundamental needs [51]: for autonomy (opportunities to make one's own choices), relatedness (creation of social bonds between oneself and others), and competence (striving to master skills that one fnds important). To encourage users further toward behaviours that match their needs, toolkits can employ a bottom-up gamifcation approach [43]. This design tactic turns users into game designers whose creations support the needs of their communities, rather than consumers who are subjected to strive towards goals determined by designers.…”
Section: How Smart-home Toolkits Support Appropriation By Usersmentioning
confidence: 99%
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