Abstract

The use of gamification elements has extended from being a complement for a product to being integrated into multiple public services to motivate the user. The first drawback for service designers is choosing which gamification elements are appropriate for the intended audience, in addition to the possible incompatibilities between gamification elements. This work proposes a clustering technique that enables mapping different user profiles in relation to their preferred gamification elements. Additionally, by mapping the best cluster for each gamification element, it is possible to determine the preferred game genre. The article answered the following research questions: What is the relationship between the genre of the game and the element of gamification? Different user groups (profiles) for each gamification element? Results indicate that there are cases where the users are divided between those who agree or disagree. However, other elements present a great heterogeneity in the number of groups and the levels of agreement.

Highlights

  • Sensors 2022, 22, 308. https://The use of gamification elements has gradually extended from being a mere complement to a given product or brand, to becoming an incentive in public services to motivate users to interact more frequently and generate more engagement.Gamification as a strategy has been proven partially successful in domains such as the business context, where different gamification features can be integrated into products, websites, or services [1]

  • The second column, key question, shows the question that we have determined as the representative for that gamification element

  • This means that the title includes a definition of the gamification element

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Summary

Introduction

Sensors 2022, 22, 308. https://The use of gamification elements has gradually extended from being a mere complement to a given product or brand, to becoming an incentive in public services to motivate users to interact more frequently and generate more engagement.Gamification as a strategy has been proven partially successful in domains such as the business context, where different gamification features can be integrated into products, websites, or services [1]. Authors such as [3,4] make a distinction between three categories of gamification mechanics and game design which are directly related to gaming motivation: (1) the immersion-related, (2) the achievement-related, and (3) the social-related dimensions. Immersion-related features pursue to immerse the user in a self-directed activity and include storytelling, avatars, or role-play as game mechanics. Achievement-related features seek to increase the user’s sense of accomplishment and include challenges, badges, missions, leaderboards, goals, or progression metrics as game mechanics. Social-related features pursue to enable user social interaction and include collaboration and cooperation structures as game mechanics

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