TUTCRIS - Tampereen teknillinen yliopisto

TUTCRIS

Tailored gamification: A review of literature

Tutkimustuotos: Katsausartikkelivertaisarvioitu

Standard

Tailored gamification : A review of literature. / Klock, Ana Carolina Tomé; Gasparini, Isabela; Pimenta, Marcelo Soares; Hamari, Juho.

julkaisussa: International Journal of Human Computer Studies, Vuosikerta 144, 102495, 01.12.2020.

Tutkimustuotos: Katsausartikkelivertaisarvioitu

Harvard

Klock, ACT, Gasparini, I, Pimenta, MS & Hamari, J 2020, 'Tailored gamification: A review of literature', International Journal of Human Computer Studies, Vuosikerta. 144, 102495. https://doi.org/10.1016/j.ijhcs.2020.102495

APA

Klock, A. C. T., Gasparini, I., Pimenta, M. S., & Hamari, J. (2020). Tailored gamification: A review of literature. International Journal of Human Computer Studies, 144, [102495]. https://doi.org/10.1016/j.ijhcs.2020.102495

Vancouver

Klock ACT, Gasparini I, Pimenta MS, Hamari J. Tailored gamification: A review of literature. International Journal of Human Computer Studies. 2020 joulu 1;144. 102495. https://doi.org/10.1016/j.ijhcs.2020.102495

Author

Klock, Ana Carolina Tomé ; Gasparini, Isabela ; Pimenta, Marcelo Soares ; Hamari, Juho. / Tailored gamification : A review of literature. Julkaisussa: International Journal of Human Computer Studies. 2020 ; Vuosikerta 144.

Bibtex - Lataa

@article{eda72916e4ee474d822f28c795575409,
title = "Tailored gamification: A review of literature",
abstract = "Gamification is increasingly becoming a pertinent aspect of any UI and UX design. However, a canonical dearth in research and application of gamification has been related to the role of individual differences in susceptibility to gamification and its varied designs. To address this gap, this study reviews the extant corpus of research on tailored gamification (42 studies). The findings of the review indicate that most studies on the field are mostly focused on user modeling for a future personalization, adaptation, or recommendation of game elements. This user model usually contains the users’ preferences of play (i.e., player types), and is mostly applied in educational settings. The main contributions of this paper are a standardized terminology of the game elements used in tailored gamification, the discussion on the most suitable game elements for each users’ characteristic, and a research agenda including dynamic modeling, exploring multiple characteristics simultaneously, and understanding the effects of other aspects of the interaction on user experience.",
keywords = "Adaptation, Gamification, Personalization, Recommendation, Systematic review, Tailoring",
author = "Klock, {Ana Carolina Tom{\'e}} and Isabela Gasparini and Pimenta, {Marcelo Soares} and Juho Hamari",
year = "2020",
month = "12",
day = "1",
doi = "10.1016/j.ijhcs.2020.102495",
language = "English",
volume = "144",
journal = "International Journal of Human-Computer Studies",
issn = "1071-5819",
publisher = "Elsevier",

}

RIS (suitable for import to EndNote) - Lataa

TY - JOUR

T1 - Tailored gamification

T2 - A review of literature

AU - Klock, Ana Carolina Tomé

AU - Gasparini, Isabela

AU - Pimenta, Marcelo Soares

AU - Hamari, Juho

PY - 2020/12/1

Y1 - 2020/12/1

N2 - Gamification is increasingly becoming a pertinent aspect of any UI and UX design. However, a canonical dearth in research and application of gamification has been related to the role of individual differences in susceptibility to gamification and its varied designs. To address this gap, this study reviews the extant corpus of research on tailored gamification (42 studies). The findings of the review indicate that most studies on the field are mostly focused on user modeling for a future personalization, adaptation, or recommendation of game elements. This user model usually contains the users’ preferences of play (i.e., player types), and is mostly applied in educational settings. The main contributions of this paper are a standardized terminology of the game elements used in tailored gamification, the discussion on the most suitable game elements for each users’ characteristic, and a research agenda including dynamic modeling, exploring multiple characteristics simultaneously, and understanding the effects of other aspects of the interaction on user experience.

AB - Gamification is increasingly becoming a pertinent aspect of any UI and UX design. However, a canonical dearth in research and application of gamification has been related to the role of individual differences in susceptibility to gamification and its varied designs. To address this gap, this study reviews the extant corpus of research on tailored gamification (42 studies). The findings of the review indicate that most studies on the field are mostly focused on user modeling for a future personalization, adaptation, or recommendation of game elements. This user model usually contains the users’ preferences of play (i.e., player types), and is mostly applied in educational settings. The main contributions of this paper are a standardized terminology of the game elements used in tailored gamification, the discussion on the most suitable game elements for each users’ characteristic, and a research agenda including dynamic modeling, exploring multiple characteristics simultaneously, and understanding the effects of other aspects of the interaction on user experience.

KW - Adaptation

KW - Gamification

KW - Personalization

KW - Recommendation

KW - Systematic review

KW - Tailoring

U2 - 10.1016/j.ijhcs.2020.102495

DO - 10.1016/j.ijhcs.2020.102495

M3 - Review Article

VL - 144

JO - International Journal of Human-Computer Studies

JF - International Journal of Human-Computer Studies

SN - 1071-5819

M1 - 102495

ER -