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对用户进行聚类,以确定最适合的游戏化元素。

Clustering Users to Determine the Most Suitable Gamification Elements.

机构信息

Data and Signal Processing Group, University of Vic-Central University of Catalonia, c/de la Laura 13, 08500 Vic, Catalonia, Spain.

出版信息

Sensors (Basel). 2021 Dec 31;22(1):308. doi: 10.3390/s22010308.

DOI:10.3390/s22010308
PMID:35009844
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC8749633/
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.

摘要

游戏化元素的应用已经从产品的补充扩展到整合到多个公共服务中,以激励用户。对于服务设计者来说,第一个难题是选择哪些游戏化元素适合目标受众,除此之外,游戏化元素之间还可能存在不兼容的情况。这项工作提出了一种聚类技术,能够根据用户的偏好游戏化元素对不同的用户画像进行映射。此外,通过映射每个游戏化元素的最佳聚类,还可以确定用户偏好的游戏类型。本文回答了以下研究问题:游戏类型和游戏化元素之间有什么关系?每个游戏化元素的不同用户群体(画像)是什么?结果表明,在某些情况下,用户在同意或不同意之间存在分歧。然而,其他元素在分组数量和同意程度上存在很大的异质性。

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