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Dynamic Personalization of
Gameful Interactive Systems
Gustavo Fortes Tondello
20 June 2019
Contributions
A. Personalized Gameful Design
1. Classification of user preferences
2. Selection of gameful design elements
3. Evaluation of the design
B. Platform for the Study of
Personalized Gameful Design
2
Personalized
Gamification
1. Classification of user
preferences
2. Selection of gameful design
elements
3. Evaluation of the design
3
Personalized Gameful
Design
The tailoring
of the gameful design elements
by the providers to the users
based on knowledge about them,
to boost the achievement of the goals
of the gameful system.
4Gustavo F. Tondello. 2019. Dynamic Personalization of Gameful Interactive Systems. PhD Thesis, University of Waterloo.
Types of Personalization
5
User-initiated (customization) System-initiated
Access
Lotteries
Boss Battles
Because you recently completed a challenge:
Unlock restricted
areas of the system
You can earn
amazing rewards in
our lottery
Test your skills with
these highly difficult
tasks
Why Personalize Gameful Systems?
• Higher engagement, performance, enjoyment
• Boost the achievement of goals
• task completion rate, learning, health, employee engagement…
6
Education Health Fitness Nutrition
Training Customer
relations
Human
resources
Team
management
Image source: www.pexels.com
Why Personalize Gameful Systems?
“I feel like it did [influence my
enjoyment] because I felt like I
kind of created my own game
that was perfect for me and so
it felt like I was in control and
added to my enjoyment.”
9
Pilot study with N = 50 MTurk participants.
Gustavo F. Tondello. 2019. Dynamic Personalization of Gameful Interactive Systems. PhD Thesis, University of Waterloo.
Personalized Gameful Design
10
Classification
of User
Preferences
Selection of
Gameful
Design
Elements
Evaluation of
the Design
1 2 3
1. Classification of User Preferences
11
Classification
of User
Preferences
Selection of
Gameful
Design
Elements
Evaluation of
the Design
1 2 3
Gamification User Types Hexad
Do all users equally enjoy all game elements?
12Andrzej Marczewski. 2015. User Types. In Even Ninja Monkeys Like to Play: Gamification, Game Thinking & Motivational Design.
Gamified UK.
1. Classification of User Preferences 2. Selection of Gameful Design Elements 3. Evaluation of the Design
Gamification User Types Hexad
24-item scale
(developed in collaboration with Andrzej Marczewski
and the Austrian Institute of Technology)
13
Image source: screenshots from https://gamified.uk/
G. F. Tondello, R. R. Wehbe, L. Diamond, M. Busch, A. Marczewski, L. E. Nacke. 2016. The Gamification User Types Hexad Scale. In
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY ’16, 229–243.
1. Classification of User Preferences 2. Selection of Gameful Design Elements 3. Evaluation of the Design
User Types Hexad: Validation
Four studies
1. Initial validation in English (N = 133)
2. Large-scale validation in English and Spanish (N = 556)
(data gently provided by Alberto Mora)
3. Large-scale validation in English and Spanish (N = 1,328)
(data gently provided by Andrzej Marczewski)
4. Validation of suggested improvements in English (N = 152)
(data collected in collaboration with Andrzej Marczewski)
14
1. Classification of User Preferences 2. Selection of Gameful Design Elements 3. Evaluation of the Design
[1] G. F. Tondello, R. R. Wehbe, L. Diamond, M. Busch, A. Marczewski, L. E. Nacke. 2016. The Gamification User Types Hexad Scale. In
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY ’16, 229–243.
[2-4] G. F. Tondello, A. Mora, A. Marczewski, L. E. Nacke. 2019. Empirical Validation of the Gamification User Types Hexad Scale in
English and Spanish. International Journal of Human-Computer Studies 127, 95–111.
User Types Hexad: Validation
Analysis methods
• Exploratory Factor Analysis (EFA)
• Confirmatory Factor Analysis (CFA) with structural equation
modeling (SEM)
Results
The scale is generally consistent and reliable
[1] has already been cited 112 times
15
1. Classification of User Preferences 2. Selection of Gameful Design Elements 3. Evaluation of the Design
[1] G. F. Tondello, R. R. Wehbe, L. Diamond, M. Busch, A. Marczewski, L. E. Nacke. 2016. The Gamification User Types Hexad Scale. In
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY ’16, 229–243.
[2-4] G. F. Tondello, A. Mora, A. Marczewski, L. E. Nacke. 2018. Empirical Validation of the Gamification User Types Hexad Scale in
English and Spanish. International Journal of Human-Computer Studies 127, 95–111.
2. Selection of Gameful Design Elements
18
Classification
of User
Preferences
Selection of
Gameful
Design
Elements
Evaluation of
the Design
1 2 3
Groups of Gameful Design Elements
19
Individual
Motivations
Immersion
Progression
External
Motivations
Risk/Reward
Customization
Incentive
Social
Motivations
Socialization
Assistance
Altruism
1. Classification of User Preferences 2. Selection of Gameful Design Elements 3. Evaluation of the Design
Results of Principal Components Analysis (N = 196)
Image sources: www.pexels.com and Game-icons.net
Gustavo F. Tondello, Alberto Mora, and Lennart E. Nacke. 2017. Elements of Gameful Design Emerging from User Preferences. In Proceedings of the
2017 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY ’17, 129–142.
Groups of Gameful Design Elements
28
1.0
1.5
2.0
2.5
3.0
3.5
4.0
4.5
5.0
Immersion
Progression
Customization
Incentive
Risk/Reward
Altruism
Socialization
Assistance
Note: Mean Likert scores (1–5) per group (N = 196)
Gustavo F. Tondello, Alberto Mora, and Lennart E. Nacke. 2017. Elements of Gameful Design Emerging from User Preferences. In
Proceedings of the 2017 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY ’17, 129–142.
1. Classification of User Preferences 2. Selection of Gameful Design Elements 3. Evaluation of the Design
Preferences by Gender
29
Note: Mean differences per gender and group (N = 124 men, 53 women)
Gustavo F. Tondello, Alberto Mora, and Lennart E. Nacke. 2017. Elements of Gameful Design Emerging from User Preferences. In
Proceedings of the 2017 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY ’17, 129–142.
1. Classification of User Preferences 2. Selection of Gameful Design Elements 3. Evaluation of the Design
0.2
-0.29
-0.08
-0.14
0.13
-0.11
-0.37
0.63
0.37
0.31
-0.25
0.23
-0.6
-0.4
-0.2
0
0.2
0.4
0.6
0.8
Socialization Assistance Immersion Customization Altruism Incentives
Men Women
Preferences by Hexad User Type
30
Note: Based on results from correlation analysis (N = 196)
Gustavo F. Tondello, Alberto Mora, and Lennart E. Nacke. 2017. Elements of Gameful Design Emerging from User Preferences. In
Proceedings of the 2017 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY ’17, 129–142.
1. Classification of User Preferences 2. Selection of Gameful Design Elements 3. Evaluation of the Design
Participants who scored higher as… …tended to prefer these groups
Free Spirit Immersion
Philanthropist Immersion, Progression, Altruism
Achiever Socialization, Immersion, Risk/Reward,
Progression, Altruism
Socialiser Socialization, Assistance, Altruism
Player Socialization, Risk/Reward, Incentive
Disruptor Immersion, Risk/Reward
Personalized Gameful Design
31
Classification
of User
Preferences
Selection of
Gameful
Design
Elements
Evaluation of
the Design
1 2 3
3. Evaluation of the Design
32
Classification
of User
Preferences
Selection of
Gameful
Design
Elements
Evaluation of
the Design
1 2 3
Gameful
Design
Heuristics
33
G. F. Tondello, D. L. Kappen, E. D. Mekler, M. Ganaba, L. E. Nacke. 2016. Heuristic
Evaluation for Gameful Design. In Proceedings of CHI PLAY ’16 Extended Abstracts.
G. F. Tondello, D. L. Kappen, M. Ganaba, L. E. Nacke. 2019. Gameful Design
Heuristics: A Gamification Inspection Tool. In Proceedings of HCI International 2019.
Infographic by Dennis Kappen and Marim Ganaba
Heuristics
General design principle or
guidelines
Heuristic Evaluation
Use of said principles to identify
design problems
Gameful Design Heuristics
Set of guidelines for heuristic
evaluation of gameful
applications
1. Classification of User Preferences 2. Selection of Gameful Design Elements 3. Evaluation of the Design
Gameful Design Heuristics
How to conduct a heuristic evaluation of a gameful system
1. Familiarize yourself with the application
2. Use the heuristics checklist
3. For each heuristic:
a. Familiarize yourself with the heuristic
b. Think about the supporting questions in relation to the app
c. If you identify any issue in the app related to the heuristic, write it down
4. Finally, count the number of issues identified for each category to
identify those with more issues
34
Gustavo F. Tondello, Dennis L. Kappen, Elisa D. Mekler, Marim Ganaba, and Lennart E. Nacke. 2016. Heuristic Evaluation for Gameful Design.
In Proceedings of CHI PLAY ’16 Extended Abstracts, 315–323.
G. F. Tondello, D. L. Kappen, M. Ganaba, L. E. Nacke. 2019. Gameful Design Heuristics: A Gamification Inspection Tool. In Proceedings of HCI
International 2019.
1. Classification of User Preferences 2. Selection of Gameful Design Elements 3. Evaluation of the Design
Usefulness of this evaluation method
35
1. Classification of User Preferences 2. Selection of Gameful Design Elements 3. Evaluation of the Design
Note: N = 2 without heuristics. N = 3 with heuristics for Habitica, 1 for Termling.
G. F. Tondello, D. L. Kappen, M. Ganaba, L. E. Nacke. 2019. Gameful Design Heuristics: A Gamification Inspection Tool. In Proceedings of HCI
International 2019.
Results
• Gameful design heuristics help evaluators who are not familiar with gamification to
evaluate a system as well as a gamification expert who does not use the heuristics
• Gameful design heuristics improves the ability of gamification experts to perform an
heuristic evaluation
7 8
13
24
0
5
10
15
20
25
30
Habitica Termling
Number of motivational issues found
Without Heuristics
With Heuristics
A Platform
for the
Study of
Personalized
Gameful
Design
36
Image Classification Task
37
Game
Elements
38
Game Elements (examples)
39
Unlockable Content Power Ups
Leaderboard
Levels
Frequency of Element Selection
36
30 30
23 23
20
16 16
6
0
5
10
15
20
25
30
35
40
Progress
Feedback
Levels Power-ups Leaderboards Chance Badges Unlockable
Content
Challenges Moderating
Role
40
Pilot study with N = 50 MTurk participants.
Gustavo F. Tondello. 2019. Dynamic Personalization of Gameful Interactive Systems. PhD Thesis, University of Waterloo.
Rating of the Experience
34
36
42
39 39
9 8
6 5
11
7
1 2 3
0
0
5
10
15
20
25
30
35
40
45
Overall experience Element selection Satisfaction Preference matching Enjoyment
Positive Neutral Negative
41
Pilot study with N = 50 MTurk participants.
Gustavo F. Tondello. 2019. Dynamic Personalization of Gameful Interactive Systems. PhD Thesis, University of Waterloo.
Summary of Contributions
42
Personalized Gameful
Design
43Gustavo F. Tondello. 2019. Dynamic Personalization of Gameful Interactive Systems. PhD Thesis, University of Waterloo.
The tailoring
of the gameful design elements
by the providers to the users
based on knowledge about them,
to boost the achievement of the goals
of the gameful system.
Personalized Gameful Design
44
Classification
of User
Preferences
Selection of
Gameful
Design
Elements
Evaluation of
the Design
1 2 3
A Platform
for the
Study of
Personalized
Gameful
Design
45
Future Work
46
Open Research Questions
Do user preferences vary by context or country?
Do users’ behaviours correspond to their self-reported
preferences?
Do different designs of gameful elements influence user
preferences?
What other evaluation methods can be devised?
47
Empirical Studies of Personalized
Gameful Systems
Personalized vs Generic systems
Partial vs Full Personalization
Personalization vs Customization
48
Friend invite
Social discovery
Trading
Access
Lotteries
Boss Battles
Because you recently completed a challenge: Because you recently joined a team:
Unlock restricted
areas of the system
You can earn
amazing rewards in
our lottery
Test your skills with
this highly difficult
tasks
Invite your friends
to work with you
Find other users
with similar
interests
Exchange your
spare items with
other users
Recommender Systems for
Personalized Gamification
49
Models of user types
and design elements
Recommendation
algorithms
Machine learning
What else can we personalize?
Activities
Game
Elements
Persuasive
Strategies
Difficulty Rewards
50Image source: www.pexels.com
Questions and Discussion
51
Dynamic Personalization of
Gameful Interactive Systems
Gustavo Fortes Tondello
Acknowledgments:
This research was supported by:
• The National Council for Scientific and Technological Development – Brazil (CNPq)
• University of Waterloo (Cheriton School of Computer Science, Games Institute, HCI Games Group)
• NSERC (grants RGPIN-418622-2012; RGPIN-2018-06576)
• SSHRC (grant 895-2011-1014, IMMERSe)
• Mitacs (grant IT07255)
• CFI (grant 35819)
• NSERC CREATE SWaGUR

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Dynamic Personalization of Gameful Interactive Systems

  • 1. Dynamic Personalization of Gameful Interactive Systems Gustavo Fortes Tondello 20 June 2019
  • 2. Contributions A. Personalized Gameful Design 1. Classification of user preferences 2. Selection of gameful design elements 3. Evaluation of the design B. Platform for the Study of Personalized Gameful Design 2
  • 3. Personalized Gamification 1. Classification of user preferences 2. Selection of gameful design elements 3. Evaluation of the design 3
  • 4. Personalized Gameful Design The tailoring of the gameful design elements by the providers to the users based on knowledge about them, to boost the achievement of the goals of the gameful system. 4Gustavo F. Tondello. 2019. Dynamic Personalization of Gameful Interactive Systems. PhD Thesis, University of Waterloo.
  • 5. Types of Personalization 5 User-initiated (customization) System-initiated Access Lotteries Boss Battles Because you recently completed a challenge: Unlock restricted areas of the system You can earn amazing rewards in our lottery Test your skills with these highly difficult tasks
  • 6. Why Personalize Gameful Systems? • Higher engagement, performance, enjoyment • Boost the achievement of goals • task completion rate, learning, health, employee engagement… 6 Education Health Fitness Nutrition Training Customer relations Human resources Team management Image source: www.pexels.com
  • 7. Why Personalize Gameful Systems? “I feel like it did [influence my enjoyment] because I felt like I kind of created my own game that was perfect for me and so it felt like I was in control and added to my enjoyment.” 9 Pilot study with N = 50 MTurk participants. Gustavo F. Tondello. 2019. Dynamic Personalization of Gameful Interactive Systems. PhD Thesis, University of Waterloo.
  • 8. Personalized Gameful Design 10 Classification of User Preferences Selection of Gameful Design Elements Evaluation of the Design 1 2 3
  • 9. 1. Classification of User Preferences 11 Classification of User Preferences Selection of Gameful Design Elements Evaluation of the Design 1 2 3
  • 10. Gamification User Types Hexad Do all users equally enjoy all game elements? 12Andrzej Marczewski. 2015. User Types. In Even Ninja Monkeys Like to Play: Gamification, Game Thinking & Motivational Design. Gamified UK. 1. Classification of User Preferences 2. Selection of Gameful Design Elements 3. Evaluation of the Design
  • 11. Gamification User Types Hexad 24-item scale (developed in collaboration with Andrzej Marczewski and the Austrian Institute of Technology) 13 Image source: screenshots from https://gamified.uk/ G. F. Tondello, R. R. Wehbe, L. Diamond, M. Busch, A. Marczewski, L. E. Nacke. 2016. The Gamification User Types Hexad Scale. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY ’16, 229–243. 1. Classification of User Preferences 2. Selection of Gameful Design Elements 3. Evaluation of the Design
  • 12. User Types Hexad: Validation Four studies 1. Initial validation in English (N = 133) 2. Large-scale validation in English and Spanish (N = 556) (data gently provided by Alberto Mora) 3. Large-scale validation in English and Spanish (N = 1,328) (data gently provided by Andrzej Marczewski) 4. Validation of suggested improvements in English (N = 152) (data collected in collaboration with Andrzej Marczewski) 14 1. Classification of User Preferences 2. Selection of Gameful Design Elements 3. Evaluation of the Design [1] G. F. Tondello, R. R. Wehbe, L. Diamond, M. Busch, A. Marczewski, L. E. Nacke. 2016. The Gamification User Types Hexad Scale. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY ’16, 229–243. [2-4] G. F. Tondello, A. Mora, A. Marczewski, L. E. Nacke. 2019. Empirical Validation of the Gamification User Types Hexad Scale in English and Spanish. International Journal of Human-Computer Studies 127, 95–111.
  • 13. User Types Hexad: Validation Analysis methods • Exploratory Factor Analysis (EFA) • Confirmatory Factor Analysis (CFA) with structural equation modeling (SEM) Results The scale is generally consistent and reliable [1] has already been cited 112 times 15 1. Classification of User Preferences 2. Selection of Gameful Design Elements 3. Evaluation of the Design [1] G. F. Tondello, R. R. Wehbe, L. Diamond, M. Busch, A. Marczewski, L. E. Nacke. 2016. The Gamification User Types Hexad Scale. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY ’16, 229–243. [2-4] G. F. Tondello, A. Mora, A. Marczewski, L. E. Nacke. 2018. Empirical Validation of the Gamification User Types Hexad Scale in English and Spanish. International Journal of Human-Computer Studies 127, 95–111.
  • 14. 2. Selection of Gameful Design Elements 18 Classification of User Preferences Selection of Gameful Design Elements Evaluation of the Design 1 2 3
  • 15. Groups of Gameful Design Elements 19 Individual Motivations Immersion Progression External Motivations Risk/Reward Customization Incentive Social Motivations Socialization Assistance Altruism 1. Classification of User Preferences 2. Selection of Gameful Design Elements 3. Evaluation of the Design Results of Principal Components Analysis (N = 196) Image sources: www.pexels.com and Game-icons.net Gustavo F. Tondello, Alberto Mora, and Lennart E. Nacke. 2017. Elements of Gameful Design Emerging from User Preferences. In Proceedings of the 2017 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY ’17, 129–142.
  • 16. Groups of Gameful Design Elements 28 1.0 1.5 2.0 2.5 3.0 3.5 4.0 4.5 5.0 Immersion Progression Customization Incentive Risk/Reward Altruism Socialization Assistance Note: Mean Likert scores (1–5) per group (N = 196) Gustavo F. Tondello, Alberto Mora, and Lennart E. Nacke. 2017. Elements of Gameful Design Emerging from User Preferences. In Proceedings of the 2017 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY ’17, 129–142. 1. Classification of User Preferences 2. Selection of Gameful Design Elements 3. Evaluation of the Design
  • 17. Preferences by Gender 29 Note: Mean differences per gender and group (N = 124 men, 53 women) Gustavo F. Tondello, Alberto Mora, and Lennart E. Nacke. 2017. Elements of Gameful Design Emerging from User Preferences. In Proceedings of the 2017 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY ’17, 129–142. 1. Classification of User Preferences 2. Selection of Gameful Design Elements 3. Evaluation of the Design 0.2 -0.29 -0.08 -0.14 0.13 -0.11 -0.37 0.63 0.37 0.31 -0.25 0.23 -0.6 -0.4 -0.2 0 0.2 0.4 0.6 0.8 Socialization Assistance Immersion Customization Altruism Incentives Men Women
  • 18. Preferences by Hexad User Type 30 Note: Based on results from correlation analysis (N = 196) Gustavo F. Tondello, Alberto Mora, and Lennart E. Nacke. 2017. Elements of Gameful Design Emerging from User Preferences. In Proceedings of the 2017 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY ’17, 129–142. 1. Classification of User Preferences 2. Selection of Gameful Design Elements 3. Evaluation of the Design Participants who scored higher as… …tended to prefer these groups Free Spirit Immersion Philanthropist Immersion, Progression, Altruism Achiever Socialization, Immersion, Risk/Reward, Progression, Altruism Socialiser Socialization, Assistance, Altruism Player Socialization, Risk/Reward, Incentive Disruptor Immersion, Risk/Reward
  • 19. Personalized Gameful Design 31 Classification of User Preferences Selection of Gameful Design Elements Evaluation of the Design 1 2 3
  • 20. 3. Evaluation of the Design 32 Classification of User Preferences Selection of Gameful Design Elements Evaluation of the Design 1 2 3
  • 21. Gameful Design Heuristics 33 G. F. Tondello, D. L. Kappen, E. D. Mekler, M. Ganaba, L. E. Nacke. 2016. Heuristic Evaluation for Gameful Design. In Proceedings of CHI PLAY ’16 Extended Abstracts. G. F. Tondello, D. L. Kappen, M. Ganaba, L. E. Nacke. 2019. Gameful Design Heuristics: A Gamification Inspection Tool. In Proceedings of HCI International 2019. Infographic by Dennis Kappen and Marim Ganaba Heuristics General design principle or guidelines Heuristic Evaluation Use of said principles to identify design problems Gameful Design Heuristics Set of guidelines for heuristic evaluation of gameful applications 1. Classification of User Preferences 2. Selection of Gameful Design Elements 3. Evaluation of the Design
  • 22. Gameful Design Heuristics How to conduct a heuristic evaluation of a gameful system 1. Familiarize yourself with the application 2. Use the heuristics checklist 3. For each heuristic: a. Familiarize yourself with the heuristic b. Think about the supporting questions in relation to the app c. If you identify any issue in the app related to the heuristic, write it down 4. Finally, count the number of issues identified for each category to identify those with more issues 34 Gustavo F. Tondello, Dennis L. Kappen, Elisa D. Mekler, Marim Ganaba, and Lennart E. Nacke. 2016. Heuristic Evaluation for Gameful Design. In Proceedings of CHI PLAY ’16 Extended Abstracts, 315–323. G. F. Tondello, D. L. Kappen, M. Ganaba, L. E. Nacke. 2019. Gameful Design Heuristics: A Gamification Inspection Tool. In Proceedings of HCI International 2019. 1. Classification of User Preferences 2. Selection of Gameful Design Elements 3. Evaluation of the Design
  • 23. Usefulness of this evaluation method 35 1. Classification of User Preferences 2. Selection of Gameful Design Elements 3. Evaluation of the Design Note: N = 2 without heuristics. N = 3 with heuristics for Habitica, 1 for Termling. G. F. Tondello, D. L. Kappen, M. Ganaba, L. E. Nacke. 2019. Gameful Design Heuristics: A Gamification Inspection Tool. In Proceedings of HCI International 2019. Results • Gameful design heuristics help evaluators who are not familiar with gamification to evaluate a system as well as a gamification expert who does not use the heuristics • Gameful design heuristics improves the ability of gamification experts to perform an heuristic evaluation 7 8 13 24 0 5 10 15 20 25 30 Habitica Termling Number of motivational issues found Without Heuristics With Heuristics
  • 24. A Platform for the Study of Personalized Gameful Design 36
  • 27. Game Elements (examples) 39 Unlockable Content Power Ups Leaderboard Levels
  • 28. Frequency of Element Selection 36 30 30 23 23 20 16 16 6 0 5 10 15 20 25 30 35 40 Progress Feedback Levels Power-ups Leaderboards Chance Badges Unlockable Content Challenges Moderating Role 40 Pilot study with N = 50 MTurk participants. Gustavo F. Tondello. 2019. Dynamic Personalization of Gameful Interactive Systems. PhD Thesis, University of Waterloo.
  • 29. Rating of the Experience 34 36 42 39 39 9 8 6 5 11 7 1 2 3 0 0 5 10 15 20 25 30 35 40 45 Overall experience Element selection Satisfaction Preference matching Enjoyment Positive Neutral Negative 41 Pilot study with N = 50 MTurk participants. Gustavo F. Tondello. 2019. Dynamic Personalization of Gameful Interactive Systems. PhD Thesis, University of Waterloo.
  • 31. Personalized Gameful Design 43Gustavo F. Tondello. 2019. Dynamic Personalization of Gameful Interactive Systems. PhD Thesis, University of Waterloo. The tailoring of the gameful design elements by the providers to the users based on knowledge about them, to boost the achievement of the goals of the gameful system.
  • 32. Personalized Gameful Design 44 Classification of User Preferences Selection of Gameful Design Elements Evaluation of the Design 1 2 3
  • 33. A Platform for the Study of Personalized Gameful Design 45
  • 35. Open Research Questions Do user preferences vary by context or country? Do users’ behaviours correspond to their self-reported preferences? Do different designs of gameful elements influence user preferences? What other evaluation methods can be devised? 47
  • 36. Empirical Studies of Personalized Gameful Systems Personalized vs Generic systems Partial vs Full Personalization Personalization vs Customization 48
  • 37. Friend invite Social discovery Trading Access Lotteries Boss Battles Because you recently completed a challenge: Because you recently joined a team: Unlock restricted areas of the system You can earn amazing rewards in our lottery Test your skills with this highly difficult tasks Invite your friends to work with you Find other users with similar interests Exchange your spare items with other users Recommender Systems for Personalized Gamification 49 Models of user types and design elements Recommendation algorithms Machine learning
  • 38. What else can we personalize? Activities Game Elements Persuasive Strategies Difficulty Rewards 50Image source: www.pexels.com
  • 39. Questions and Discussion 51 Dynamic Personalization of Gameful Interactive Systems Gustavo Fortes Tondello Acknowledgments: This research was supported by: • The National Council for Scientific and Technological Development – Brazil (CNPq) • University of Waterloo (Cheriton School of Computer Science, Games Institute, HCI Games Group) • NSERC (grants RGPIN-418622-2012; RGPIN-2018-06576) • SSHRC (grant 895-2011-1014, IMMERSe) • Mitacs (grant IT07255) • CFI (grant 35819) • NSERC CREATE SWaGUR