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The relationship between player types and gamification feature preferences

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The relationship between player types and gamification feature preferences. / Hassan, Lobna; Rantalainen, Jere; Xi, Nannan; Pirkkalainen, Henri; Hamari, Juho.

GamiFIN Conference 2020: Proceedings of the 4th International GamiFIN Conference. ed. / Jonna Koivisto; Mila Bujić; Juho Hamari. CEUR-WS, 2020. p. 11-20 (CEUR workshop proceedings; Vol. 2637).

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Harvard

Hassan, L, Rantalainen, J, Xi, N, Pirkkalainen, H & Hamari, J 2020, The relationship between player types and gamification feature preferences. in J Koivisto, M Bujić & J Hamari (eds), GamiFIN Conference 2020: Proceedings of the 4th International GamiFIN Conference. CEUR workshop proceedings, vol. 2637, CEUR-WS, pp. 11-20, International GamiFIN Conference, 1/01/00.

APA

Hassan, L., Rantalainen, J., Xi, N., Pirkkalainen, H., & Hamari, J. (2020). The relationship between player types and gamification feature preferences. In J. Koivisto, M. Bujić, & J. Hamari (Eds.), GamiFIN Conference 2020: Proceedings of the 4th International GamiFIN Conference (pp. 11-20). (CEUR workshop proceedings; Vol. 2637). CEUR-WS.

Vancouver

Hassan L, Rantalainen J, Xi N, Pirkkalainen H, Hamari J. The relationship between player types and gamification feature preferences. In Koivisto J, Bujić M, Hamari J, editors, GamiFIN Conference 2020: Proceedings of the 4th International GamiFIN Conference. CEUR-WS. 2020. p. 11-20. (CEUR workshop proceedings).

Author

Hassan, Lobna ; Rantalainen, Jere ; Xi, Nannan ; Pirkkalainen, Henri ; Hamari, Juho. / The relationship between player types and gamification feature preferences. GamiFIN Conference 2020: Proceedings of the 4th International GamiFIN Conference. editor / Jonna Koivisto ; Mila Bujić ; Juho Hamari. CEUR-WS, 2020. pp. 11-20 (CEUR workshop proceedings).

Bibtex - Download

@inproceedings{5c79e7617ce042ad957c0159b918dd4a,
title = "The relationship between player types and gamification feature preferences",
abstract = "In this study, we investigate how users’ general gaming preferences (i.e. on dimensions of achievement, immersion and social orientations) are related to their perception of the (enjoyment, usefulness, ethicalness motivationability and continued use) of different gamification features. The study was amongst 144 students as a vignette study, framed in the context of gamification of the Moodle educational platform. The results show that, while achievement–orientation in gaming preferences is positively associated with perceptions of achievement–related gamification features, immersion and social gaming orientations had little, if any, positive associations with the different perceptions related to gamification features. While the results indicate that achievement-related gamification may be preferred by achievement-oriented players, overall players’ gaming preferences types may not be a comprehensive predictor for gamification preferences.",
author = "Lobna Hassan and Jere Rantalainen and Nannan Xi and Henri Pirkkalainen and Juho Hamari",
note = "JUFOID=53269 INT=comp,{"}Hassan, Lobna{"} INT=comp,{"}Rantalainen, Jere{"}",
year = "2020",
language = "English",
series = "CEUR workshop proceedings",
publisher = "CEUR-WS",
pages = "11--20",
editor = "Jonna Koivisto and Mila Bujić and Juho Hamari",
booktitle = "GamiFIN Conference 2020",

}

RIS (suitable for import to EndNote) - Download

TY - GEN

T1 - The relationship between player types and gamification feature preferences

AU - Hassan, Lobna

AU - Rantalainen, Jere

AU - Xi, Nannan

AU - Pirkkalainen, Henri

AU - Hamari, Juho

N1 - JUFOID=53269 INT=comp,"Hassan, Lobna" INT=comp,"Rantalainen, Jere"

PY - 2020

Y1 - 2020

N2 - In this study, we investigate how users’ general gaming preferences (i.e. on dimensions of achievement, immersion and social orientations) are related to their perception of the (enjoyment, usefulness, ethicalness motivationability and continued use) of different gamification features. The study was amongst 144 students as a vignette study, framed in the context of gamification of the Moodle educational platform. The results show that, while achievement–orientation in gaming preferences is positively associated with perceptions of achievement–related gamification features, immersion and social gaming orientations had little, if any, positive associations with the different perceptions related to gamification features. While the results indicate that achievement-related gamification may be preferred by achievement-oriented players, overall players’ gaming preferences types may not be a comprehensive predictor for gamification preferences.

AB - In this study, we investigate how users’ general gaming preferences (i.e. on dimensions of achievement, immersion and social orientations) are related to their perception of the (enjoyment, usefulness, ethicalness motivationability and continued use) of different gamification features. The study was amongst 144 students as a vignette study, framed in the context of gamification of the Moodle educational platform. The results show that, while achievement–orientation in gaming preferences is positively associated with perceptions of achievement–related gamification features, immersion and social gaming orientations had little, if any, positive associations with the different perceptions related to gamification features. While the results indicate that achievement-related gamification may be preferred by achievement-oriented players, overall players’ gaming preferences types may not be a comprehensive predictor for gamification preferences.

M3 - Conference contribution

T3 - CEUR workshop proceedings

SP - 11

EP - 20

BT - GamiFIN Conference 2020

A2 - Koivisto, Jonna

A2 - Bujić, Mila

A2 - Hamari, Juho

PB - CEUR-WS

ER -