GamiProM: A Generic Gamification Model Based on User Profiles
GamiProM: A Generic Gamification Model Based on User Profiles
Leonardo Dalmina,Henrique Damasceno Vianna,Lucas Pfeiffer Salomão Dias,Gustavo Lazarotto Schroeder, Rosemary Francisco, Jorge Luis Victória Barbosa
Abstract
"The use of game design elements in non-game contexts, defined as gamification, is being used to increase user engagement in non-game environments, such as workplaces, schools, or software applications. However, the challenge developers face when implementing gamification is identifying which game elements will engage users. Besides, the proposals often tend to support only the most common user types and engagement factors. In response to this challenge, this study proposes a generic gamification model, GamiProM. GamiProM helps to design gamified solutions by using an ontology that encompasses knowledge about gamification elements and mechanics, user types, and types of motivations. Using profile management, GamiProM aims to provide knowledge representation and add semantic value to user characteristics and the information generated by gamification. A case study allowed the evaluation of the model through the gamification of an existing application using GamiProM. The results indicate that GamiProM can identify user profiles that support personalization through a combination of software, rules, and ontologies."
Reference
Dalmina, L., Damasceno Vianna, H., Pfeiffer Salomão Dias, L., Lazarotto Schroeder, G., Francisco, R., & Luis Victória Barbosa, J. (2022). GamiProM: A Generic Gamification Model Based on User Profiles. International Journal of Human–Computer Interaction, 1-17. https://www.tandfonline.com/doi/abs/10.1080/10447318.2022.2159769
Keywords
gamification, elements, challenge