Blurring boundaries between everyday life and pervasive gaming
Blurring boundaries between everyday life and pervasive gaming
By Pavel Karpashevich, Eva Hornecker, Nana Kesewaa Dankwa, Mohamed Hanafy, and Julian Fietkau
Abstract
“Personalized gamification aims to address shortcomings of the one-sizefits-all (OSFA) approach in improving students’ motivations throughout the learning process. However, studies still focus on personalizing to a single user dimension, ignoring multiple individual and contextual factors that affect user motivation. A few exceptions explored multidimensional personalization, but failed to use OSFA as the baseline or analyze multiple institutions’ students. Thus, we conducted a controlled experiment in three institutions, comparing gamification designs (OSFA and Personalized to the learning task and users’ gaming habits/preferences and demographics) in terms of 58 students’ motivations to complete assessments for learning. Our results suggest no significant differences among OSFA and Personalized designs, despite suggesting personalization adapted to users’ individual differences better than the OSFA approach. Additionally, they indicate personalization was positive for females and those holding a technical degree, but negative for those who prefer adventure games and those who prefer single-playing. Our contribution benefits designers, suggesting how personalization works; practitioners, demonstrating to whom the personalization strategy was more or less suitable; and researchers, providing future research directions.”
Reference
Karpashevich, P., Hornecker, E., Dankwa, N. K., Hanafy, M., &Fietkau, J. (2016). Blurring boundaries between everyday life and Pervasive Gaming. Proceedings of the 15th International Conference on Mobile and Ubiquitous Multimedia. doi:10.1145/3012709.3012716 https://ouci.dntb.gov.ua/en/works/4E1p3wK4/
Keyword
Mobile gaming, user study, mobility, experience, ingress, location-based games, research