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Elements of Gameful Design Emerging from User Preferences

Published: 15 October 2017 Publication History

Abstract

Several studies have developed models to explain player preferences. These models have been developed for digital games; however, they have been frequently applied in gameful design (i.e., designing non-game applications with game elements) without empirical validation of their fit to this different context. It is not clear if users experience game elements embedded in applications similarly to how players experience them in games. Consequently, we still lack a conceptual framework of design elements built specifically for a gamification context. To fill this gap, we propose a classification of eight groups of gameful design elements produced from an exploratory factor analysis based on participants' self-reported preferences. We describe the characteristics of the users who are more likely to enjoy each group of design elements in terms of their gender, age, gamification user type, and personality traits. Our main contribution is providing an overview of which design elements work best for what demographic clusters and how we can apply this knowledge to design effective gameful systems.

Supplementary Material

ZIP File (chip254.zip)
This supplementary material includes a PDF file with the complete list of the gameful design elements used in the survey.

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cover image ACM Conferences
CHI PLAY '17: Proceedings of the Annual Symposium on Computer-Human Interaction in Play
October 2017
590 pages
ISBN:9781450348980
DOI:10.1145/3116595
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 the author(s) 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: 15 October 2017

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Author Tags

  1. game design elements
  2. gameful design
  3. games user research
  4. gamification
  5. user types

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CHI PLAY '17 Paper Acceptance Rate 46 of 178 submissions, 26%;
Overall Acceptance Rate 421 of 1,386 submissions, 30%

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  • (2024)Potential Adverse Effects Caused by Gamification Elements in mHealth AppsJournal of the Brazilian Computer Society10.5753/jbcs.2024.431030:1(608-620)Online publication date: 20-Nov-2024
  • (2024)Can Game-Based Learning Help to Increase the Awareness of Water Management in Uganda? A Case Study for Primary and Secondary SchoolsWorld10.3390/world50400505:4(981-1003)Online publication date: 23-Oct-2024
  • (2024)A Review on Personalization of Gamified Learning Environments*Kuramsal Eğitimbilim10.30831/akukeg.147881017:4(873-896)Online publication date: 31-Oct-2024
  • (2024)Adapting player styles to enhance learning and retention in high school science educationE-Learning and Digital Media10.1177/20427530241239409Online publication date: 22-Mar-2024
  • (2024)News Ninja: Gamified Annotation of Linguistic Bias in Online NewsProceedings of the ACM on Human-Computer Interaction10.1145/36770928:CHI PLAY(1-29)Online publication date: 15-Oct-2024
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