Clustering Users to Determine the Most Suitable Gamification Elements

Sensors (Basel). 2021 Dec 31;22(1):308. doi: 10.3390/s22010308.ABSTRACTThe 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…
Origen: Clustering Users to Determine the Most Suitable Gamification Elements – PubMed

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