The relationship between player types and gamification feature preferences




Lobna Hassan, Jere Rantalainen, Nannan Xi, Henri Pirkkalainen, Juho Hamari

Jonna Koivisto, Mila Bujic, Juho Hamari

GamiFIN Conference

PublisherCEUR-WS

2020

 CEUR Workshop Proceedings

GamiFIN Conference 2020

CEUR Workshop Proceedings

CEUR workshop proceedings

2637

11

20

1613-0073

https://research.utu.fi/converis/portal/detail/Publication/50408842



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.


Last updated on 26/11/2024 09:36:52 PM