Adjunct Publication of the 25th Conference on User Modeling, Adaptation and Personalization 2017
DOI: 10.1145/3099023.3099114
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Recommender Systems for Personalized Gamification

Abstract: 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 wa… Show more

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Cited by 64 publications
(40 citation statements)
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References 52 publications
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“…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%
“…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%
“…The results of this research will provide an actionable path for gamified learning designers to implement personalized gameful systems for cognitive awareness. Furthermore, the empirical evidence that will be collected as part of this research will represent a valuable model, which in the future could be used to implement recommendation algorithms for gameful systems in cognitive awareness (Tondello, Orji & Nacke, 2017). In this analysis of this study, it is elaborated that the mean value and the relationship between hexad player type and cognitive aspects can be used to evaluate the students' needs.…”
Section: Resultsmentioning
confidence: 99%
“…Notwithstanding, many online marketers are increasingly using gamification to engage with online users (Hajarian, Bastanfard, Mohammadzadeh & Khalilian, 2019b). Very often, the online games are being used in conjunction with other digital media including social media networks (Tondello, Orji & Nacke, 2017). The social media subscribers may be intrigued to receive rewards and incentives for watching an advertisement and/or to click on display ads.…”
Section: Online Marketing Strategiesmentioning
confidence: 99%