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Personalized Gaming for Motivating Social and Behavioral Science Participation

Published: 13 March 2017 Publication History

Abstract

Game-like environments are increasingly used for conducting research due to the affordances that such environments offer. However, the problem remains that such environments treat their users equally. In order to address this, personalization is necessary. In this paper we discuss the need to personalize gamified research environments to motivate participation by illustrating a playful platform called Mad Science, which is being developed to allow users to create social and behavioral studies. This discussion is both informed by the platform's affordances and use thus far as well as existing theories on player motivation, and contributes to theory-informed approaches to (gamified) personalization technologies.

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cover image ACM Conferences
HUMANIZE '17: Proceedings of the 2017 ACM Workshop on Theory-Informed User Modeling for Tailoring and Personalizing Interfaces
March 2017
82 pages
ISBN:9781450349055
DOI:10.1145/3039677
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 13 March 2017

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Author Tags

  1. experimental research
  2. gamification
  3. motivation
  4. personalization

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HUMANIZE '17 Paper Acceptance Rate 2 of 4 submissions, 50%;
Overall Acceptance Rate 2 of 4 submissions, 50%

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  • (2023)Social gamingComputers in Human Behavior10.1016/j.chb.2023.107851147:COnline publication date: 1-Oct-2023
  • (2022)“Rather Solve the Problem from Scratch”: Gamesploring Human-Machine Collaboration for Optimizing the Debris Collection ProblemProceedings of the 27th International Conference on Intelligent User Interfaces10.1145/3490099.3511163(604-619)Online publication date: 22-Mar-2022
  • (2022)Tailored gamification in education: A literature review and future agendaEducation and Information Technologies10.1007/s10639-022-11122-428:1(373-406)Online publication date: 29-Jun-2022
  • (2022)Persona Finetuning for Online Gaming Using Personalisation TechniquesHCI International 2022 - Late Breaking Papers. Interaction in New Media, Learning and Games10.1007/978-3-031-22131-6_48(656-668)Online publication date: 25-Nov-2022
  • (2021)Approaching Collaborative Flow in Collaborative Gaming, a Survey Study2021 30th Conference of Open Innovations Association FRUCT10.23919/FRUCT53335.2021.9599982(147-154)Online publication date: 27-Oct-2021
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  • (2020)The Importance of Pilot Studies for Gamified ResearchExtended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play10.1145/3383668.3419889(316-320)Online publication date: 2-Nov-2020
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