2020
DOI: 10.3389/fcomp.2020.00029
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Validation of User Preferences and Effects of Personalized Gamification on Task Performance

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Cited by 29 publications
(13 citation statements)
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“…All the postings in social networks were not targeted at any kind of ads and the publications were made public to facilitate the propagation by others. Considering that volunteers might be more willing to pay attention in surveys and also without pressuring to maximize time usage 21 , participation in the study was entirely voluntary. Participants had to accept to participate by checking a consent term, where they were informed about the purpose of the study, the study confidentiality, that the data collected would be used in scientific studies, and also the contact of the researchers and universities involved in the study.…”
Section: Methodsmentioning
confidence: 99%
“…All the postings in social networks were not targeted at any kind of ads and the publications were made public to facilitate the propagation by others. Considering that volunteers might be more willing to pay attention in surveys and also without pressuring to maximize time usage 21 , participation in the study was entirely voluntary. Participants had to accept to participate by checking a consent term, where they were informed about the purpose of the study, the study confidentiality, that the data collected would be used in scientific studies, and also the contact of the researchers and universities involved in the study.…”
Section: Methodsmentioning
confidence: 99%
“…Personalisation gamification is used to tailor game or interaction mechanics to specific users' preferences to improve engagement [10]. Using user typologies to comprehend individual preferences is one of the common approaches to personalisation.…”
Section: Personalised Gamificationmentioning
confidence: 99%
“…In that case, the problem was not gamification, but motivating some other behavior, which cannot be observed by a study limited to analyzing behavior. Therefore, gamification studies must prioritize measuring motivational outcomes aligned to gamification’s goals to prevent misleading conclusions (Landers et al, 2018 ; Tondello & Nacke, 2020 ).…”
Section: Introductionmentioning
confidence: 99%
“…In summary, gamification studies should focus on measuring motivational outcomes known to affect the desired behavioral outcomes (Landers et al, 2018 ; Tondello & Nacke, 2020 ). Within the educational domain, for instance, strong empirical evidence supports autonomous motivation’s positive role in learning outcomes (Hanus & Fox, 2015 ; Rodrigues et al, 2021 ; Vansteenkiste et al, 2009 ).…”
Section: Introductionmentioning
confidence: 99%