Tailored gamification: A review of literature

By Ana Carolina Tomé Klock, Isabela Gasparini, Marcelo Soares Pimenta, Juho Hamari. Int. J. Hum. Comput. Stud., 2020

325 citations recorded by the source corpus.

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.

Subfields: Developmental and Educational Psychology, Sociology and Political Science, Human-Computer Interaction

View Paper: https://www.semanticscholar.org/paper/0aad92c1e05e8586f850f76e47c0a922d62472e9

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In Developmental and Educational Psychology

  1. Seiji Isotani
  2. Wilk Oliveira
  3. Luiz Rodrigues
  4. Lei Shi
  5. Armando Maciel Toda
  6. Paula Toledo Palomino
  7. Juho Hamari
  8. Jonna Koivisto

In Sociology and Political Science

  1. Seiji Isotani
  2. Wilk Oliveira
  3. Luiz Rodrigues
  4. Lei Shi
  5. Armando Maciel Toda
  6. Paula Toledo Palomino
  7. Juho Hamari
  8. Jonna Koivisto

In Human-Computer Interaction

  1. Juho Hamari

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