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Recommender Systems for Personalized Gamification

Published: 09 July 2017 Publication History

Abstract

Gamification has been used in a variety of application domains to promote behaviour change. Nevertheless, the mechanisms behind it are still not fully understood. Recent empirical results have shown that personalized approaches can potentially achieve better results than generic approaches. However, we still lack a general framework for building personalized gameful applications. To address this gap, we present a novel general framework for personalized gameful applications using recommender systems (i.e., software tools and technologies to recommend suggestions to users that they might enjoy). This framework contributes to understanding and building effective persuasive and gameful applications by describing the different building blocks of a recommender system (users, items, and transactions) in a personalized gamification context.

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cover image ACM Conferences
UMAP '17: Adjunct Publication of the 25th Conference on User Modeling, Adaptation and Personalization
July 2017
456 pages
ISBN:9781450350679
DOI:10.1145/3099023
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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Published: 09 July 2017

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Author Tags

  1. gamification
  2. personalization
  3. recommender systems

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Overall Acceptance Rate 162 of 633 submissions, 26%

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  • (2024)Gamification in the Art WorldPractices and Implementation of Gamification in Higher Education10.4018/979-8-3693-0716-8.ch007(141-171)Online publication date: 26-Jan-2024
  • (2024)The impact of scenario-based online gamified learning environment tailored to player types on student motivation, engagement, and environment ınteractionJournal of Research on Technology in Education10.1080/15391523.2024.2323447(1-20)Online publication date: 28-Mar-2024
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