Clustering Users to Determine the Most Suitable Gamification Elements
<p>Screenshots of the web interface created for data collection. (<b>a</b>) shows a portion of the questions with the sliding selector, from 1 to 5. (<b>b</b>) shows the user’s profile in relation to the gamification elements. (<b>c</b>) shows the source data stored in a database.</p> "> Figure 2
<p>Result from clustering algorithm for three clusters indicated in three colors (red, green, blue). The centroids for each cluster are indicated with a black dot.</p> "> Figure 3
<p>The evolution of the WSS vs. the number of clusters (K), indicating with an arrow the optimal point of change (Elbow Point) in the value of K = 3.</p> "> Figure 4
<p>A taxonomy of a box plot. The figure shows six indicators: min, max, median, Q1, Q2, Q3, and the IQR in a reduced figure.</p> "> Figure 5
<p>Example of clustering population comparison by using boxplots in terms of two variables (A and B).</p> "> Figure 6
<p>Correlations (r) greater than 0.5 in a matrix. Correlation indicated with colors under the diagonal and in numbers above the diagonal.</p> "> Figure 7
<p>This figure shows the results for the teamwork. Each color identifies a different cluster. The (<b>a</b>) subplots shows the results based on each question, meanwhile the (<b>b</b>) shows the information condensed in boxplots.</p> "> Figure 7 Cont.
<p>This figure shows the results for the teamwork. Each color identifies a different cluster. The (<b>a</b>) subplots shows the results based on each question, meanwhile the (<b>b</b>) shows the information condensed in boxplots.</p> "> Figure 8
<p>Results for the social related questions. There are two clusters in red and blue. A total of nine questions in subplot (<b>a</b>) and two boxplots generated in subplot (<b>b</b>).</p> "> Figure 8 Cont.
<p>Results for the social related questions. There are two clusters in red and blue. A total of nine questions in subplot (<b>a</b>) and two boxplots generated in subplot (<b>b</b>).</p> "> Figure 9
<p>Results for the rules related questions. A total of two related questions in subplot (<b>a</b>) and three boxplots generated in subplot (<b>b</b>).</p> "> Figure 9 Cont.
<p>Results for the rules related questions. A total of two related questions in subplot (<b>a</b>) and three boxplots generated in subplot (<b>b</b>).</p> "> Figure 10
<p>Results for the progression related questions. A total of four related questions in subplot (<b>a</b>) and eight boxplots generated in subplot (<b>b</b>).</p> "> Figure 10 Cont.
<p>Results for the progression related questions. A total of four related questions in subplot (<b>a</b>) and eight boxplots generated in subplot (<b>b</b>).</p> "> Figure 11
<p>Points results indicate a heterogeneity of opinions; many users replied positively to those questions, as indicated in subplot (<b>a</b>). The boxplot (<b>b</b>) shows a big IQR in 6 out of 10 cases.</p> "> Figure 11 Cont.
<p>Points results indicate a heterogeneity of opinions; many users replied positively to those questions, as indicated in subplot (<b>a</b>). The boxplot (<b>b</b>) shows a big IQR in 6 out of 10 cases.</p> "> Figure 12
<p>The answer for the narrative element has many clusters (10) indicating a heterogeneity of opinions, as can be seen in subplot (<b>a</b>). Boxplots in subfigure (<b>b</b>) show 4 of the 10 with a large IQR and 4 of 10 with small IQR, which are the interesting ones.</p> "> Figure 12 Cont.
<p>The answer for the narrative element has many clusters (10) indicating a heterogeneity of opinions, as can be seen in subplot (<b>a</b>). Boxplots in subfigure (<b>b</b>) show 4 of the 10 with a large IQR and 4 of 10 with small IQR, which are the interesting ones.</p> "> Figure 13
<p>Results for the mission elements. Only two clusters are generated. The (<b>a</b>) subplots shows the results based on each question, meanwhile the (<b>b</b>) shows the information condensed in boxplots.</p> "> Figure 13 Cont.
<p>Results for the mission elements. Only two clusters are generated. The (<b>a</b>) subplots shows the results based on each question, meanwhile the (<b>b</b>) shows the information condensed in boxplots.</p> "> Figure 14
<p>Results for leveling elements. Eight cluster generated, as can be seen in subfigure (<b>a</b>), where three of them are important according to the boxplots in subfigure (<b>b</b>).</p> "> Figure 14 Cont.
<p>Results for leveling elements. Eight cluster generated, as can be seen in subfigure (<b>a</b>), where three of them are important according to the boxplots in subfigure (<b>b</b>).</p> "> Figure 15
<p>The goals generated eight cluster groups, where only three of them respond positively to those elements. Subfigure (<b>a</b>) indicate the two questions in detail, meanwhile (<b>b</b>) shows the boxplots of the groups.</p> "> Figure 15 Cont.
<p>The goals generated eight cluster groups, where only three of them respond positively to those elements. Subfigure (<b>a</b>) indicate the two questions in detail, meanwhile (<b>b</b>) shows the boxplots of the groups.</p> "> Figure 16
<p>This figure shows the results for the Badges. Each color identifies a different cluster. The (<b>a</b>) subplots show the results based on each question, meanwhile the (<b>b</b>) shows the information condensed in boxplots.</p> "> Figure 16 Cont.
<p>This figure shows the results for the Badges. Each color identifies a different cluster. The (<b>a</b>) subplots show the results based on each question, meanwhile the (<b>b</b>) shows the information condensed in boxplots.</p> "> Figure 17
<p>This figure shows the results for the Competition. There are three clusters in different colors. The (<b>a</b>) shows the results based on each question, meanwhile the (<b>b</b>) shows the information condensed in boxplots.</p> "> Figure 17 Cont.
<p>This figure shows the results for the Competition. There are three clusters in different colors. The (<b>a</b>) shows the results based on each question, meanwhile the (<b>b</b>) shows the information condensed in boxplots.</p> "> Figure 18
<p>Results from customization. There are only two clusters, with a clear separation. The (<b>a</b>) subplots show the results based on each question, meanwhile the (<b>b</b>) shows the information condensed in boxplots.</p> "> Figure 18 Cont.
<p>Results from customization. There are only two clusters, with a clear separation. The (<b>a</b>) subplots show the results based on each question, meanwhile the (<b>b</b>) shows the information condensed in boxplots.</p> "> Figure 19
<p>Bar chart showing the percentage of appearance of each game genre in each type of gamification element, a lighter color indicates a greater number of appearances.</p> "> Figure 20
<p>Points graph showing the percentage of appearance of each game genre in each type of gamification element by the size of the point, the color indicates the game genre.</p> ">
Abstract
:1. Introduction
- Mechanics–Dynamics–Aesthetics (MDA) by [11] is a model composed of three elements: (1) game mechanics are the basic actions that players can undertake in a game, responses, algorithms, stored data, etc.; (2) game dynamics are the run-time behavior of the previously defined mechanics in response to the player input and to the interaction among other types of mechanics; lastly, (3) game aesthetics are the emotional responses produced in the player.
- Six D’s (Six Steps to Gamification) by [12] is a model based on six points: (1) define the objectives that you want to achieve; (2) delineate the target behaviors that you expect from the users; (3) describe your players’ profile (interest, what drives them); (4) devise activity loops (the process that the users have to follow); (5) do not forget the fun (think what makes your users return); and (6) deploy the appropriate tools (how the interaction will be measured, score systems, badge assignations, etc.).
- GAME by [13] is a framework with four components: (1) gather what information will be collected; (2) design the best solution for your goals and the experience of your users based on the information that you have; (3) monitor user activity and goals, iterate improvements; and (4) enrich your solution over time to match the changes in society. This methodology evolved into the RAMPS motivation model and, later, into the User Types Hexad Scale, which is used to identify the types of users.
- Octalysis by [14] is a framework that focuses on human design rather than functional design. This framework is depicted in an octagon shape determined by the core drivers of motivation. According to the author, the right side of the octagon reflects intrinsic motivation factors, and the left side reflects the extrinsic motivation.
- Gamification Model Canvas by [15]: this model is based on the Business Model Canvas and the MDA mentioned previously, and it is another relevant, flexible, and agile tool that enables representing in a single page all the necessary elements, tasks, and expected results of the gamified environment.
- What is the relationship between the genre of the game and the element of gamification?
- Different user groups (profiles) for each gamification element?
2. Materials and Methods
2.1. Data Collection and Processing
2.2. Determine the Key Questions
2.3. Determining the Groups of Users
- The first time, the K central points (centroids), indicated at the Figure 2 in black, are set in a random position.
- For each dot (individual) the Euclidian distance is calculated to each centroid of each cluster, determined in step 1, then the dot cluster (color) is set in concordance to the nearest centroid (smallest Euclidian distance).
- Recalculate the centroids based on the dots (individuals) that are clustered to each centroid. The calculation is performed by taking the average position between all the members of the current centroid-cluster
- Repeat from step 2.
2.4. Determining the Game Genre Related to Each Gamification Element
3. Results
3.1. Determine the Key Questions
3.2. Determining the Groups of Users
3.2.1. Teamwork
- Q6_enjoy_woking_with_others: Collaborating with two or more players to achieve a common goal (cooperation and teamwork, co-op missions)?
- Q22_helping_other: Helping other players
- Q28_part_casual_guild: Being part of a friendly, casual guild
- Q25_player_vs._player: Competing with other players
- Q23_getting_know_other: Getting to know other players
3.2.2. Social
- Q24_chatting: Chatting with other players
- Q23_getting_know_other: Getting to know other players
- Q32_meaningful_conversations: How often do you find yourself having conversations with other players?
- Q28_part_casual_guild: Being part of a friendly, casual guild
- Q22_helping_other: Helping other players
- Q33_talk_personal_issues: How often do you talk to your online friends about your personal issues?
- Q29_part_serious_guild: Being part of a serious, raid/loot-oriented guild
- Q25_player_vs._player: Competing with other players
- Q39_try_to_provoke_others: How often do you purposefully try to provoke or irritate other players?
3.2.3. Rules
- Q18_game_mechanics_rules: Knowing as much about the game mechanics and rules as possible
- Q1_precise_game_mechanics: How interested are you in the precise numbers and percentages underlying the game mechanics?
3.2.4. Progression
- Q16_becoming_powerful: Becoming powerful
- Q17_accumulate_resources: Accumulating resources and items
- Q14_leveling_character_fast: Leveling up your character as fast as possible
- Q19_self_sufficient_character: Having a self-sufficient character
3.2.5. Points
- Q17_accumulate_resources: Accumulating resources and items
- Q16_becoming_powerful: Becoming powerful
- Q15_acquiring_rare_items: Acquiring rare items that most players will never have
3.2.6. Narrative
- Q21_escaping_real_world
- Q20_immersed_fantasy_world
3.2.7. Missions
- Q6_enjoy_woking_with_others: Collaborating with two or more players to achieve a common goal (cooperation and teamwork, co-op missions)?
- Q22_helping_other: Helping other players
- Q28_part_casual_guild: Being part of a friendly, casual guild
- Q25_player_vs._player: Competing with other players
- Q23_getting_know_other: Getting to know other players
3.2.8. Level
- Q14_leveling_character_fast: Leveling up your character as fast as possible
- Q16_becoming_powerful: Becoming powerful
3.2.9. Goals
- Q13_collecting_distinctive_objects: How much do you enjoy collecting distinctive objects or clothing that have no functional value in the game?
- Q15_acquiring_rare_items: Acquiring rare items that most players will never have
3.2.10. Badges
- Q13_collecting_distinctive_objects: How much do you enjoy collecting distinctive objects or clothing that have no functional value in the game?
- Q15_acquiring_rare_items: Acquiring rare items that most players will never have
- Q17_accumulate_resources: Accumulating resources and items
3.2.11. Competition
- Q25_player_vs._player: Competing with other players
- Q26_dominate_kill_others: Dominating/killing other players
- Q23_getting_know_other: Getting to know other players
- Q29_part_serious_guild: Being part of a serious, raid/loot-oriented guild
- Q24_chatting: Chatting with other players
- Q6_enjoy_woking_with_others: Collaborating with two or more players to achieve a common goal (cooperation and teamwork, co-op missions)?
- Q31_annoying_others: Doing things that annoy other players
3.2.12. Customization
- Q8_time_customizing_character: How much time do you spend customizing your character during character creation?
- Q3_use_character_builder: How often do you use a character builder? (0 never, 5 always)
- Q9_character_outfit_matches_style: How important is it to you that your character’s outfit matches in color and style?
3.3. Determining the Game Genre Related to Each Gamification Element
4. Discussion
- Teamwork: *action > shooter = strategy > adventure
- Social: *strategy > *shooter > action
- Rules: *adventure > *strategy > action
- Missions: *action > strategy = shooter > adventure
- Competition: *strategy >action = massive multiplayer = shooter
- Customization: *action > adventure = strategy > shooter
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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GE | Description |
---|---|
Teamwork | Combined action of a group of players, especially when efficient and effective. |
Social | Related to the interaction with other players, especially for pleasure. |
Rules | Statements that tell players what is or is not allowed in a particular situation. |
Progression | Allows players to locate themselves (and their progress) within a game. Examples: progress bars, maps, steps. |
Points | Unit used to measure player performance. Examples: scores, number of kills, experience points. |
Narrative | Order of events happening in a game, i.e., choices influenced by player actions. Examples: strategies the player uses to go through a level (stealth or action), which also influence the ending. |
Missions | An important assignment given to a player or group of players, typically involving doing something. |
Levels | Hierarchical game layers, providing a gradual way for players to obtain new advantages upon advancing. Examples: character levels, skill level. |
Goals | The object of a person’s ambition or effort; an aim or desired result. |
Customization | The action of modifying something to suit a particular individual or task. |
Competition | When two or more players compete against each other to achieve a certain common goal. Examples: Player vs. Player, scoreboards, conflict. |
Badges | Symbolic rewards given to players for their achievements, such as acing a skill. Badges help players feel recognized for their efforts. |
Gamif. Element | Key Question | Related Question | Correlation |
---|---|---|---|
Teamwork | Q6_enjoy_woking_with_others | Q22_helping_other | 0.575 |
Q28_part_casual_guild | 0.524 | ||
Q25_player_vs._player | 0.518 | ||
Q23_getting_know_other | 0.516 | ||
Social | Q24_chatting | Q23_getting_know_other | 0.851 |
Q32_meaningful_conversations | 0.671 | ||
Q28_part_casual_guild | 0.66 | ||
Q22_helping_other | 0.549 | ||
Q33_talk_personal_issues | 0.545 | ||
Q29_part_serious_guild | 0.542 | ||
Q25_player_vs._player | 0.533 | ||
Q39_try_to_provoke_others | 0.524 | ||
Rules | Q18_game_mechanics_rules | Q1_precise_game_mechanics | 0.541 |
Progression | Q16_becoming_powerful | Q17_accumulate_resources | 0.575 |
Q14_leveling_character_fast | 0.535 | ||
Q19_self_sufficient_character | 0.502 | ||
Points | Q17_accumulate_resources | Q16_becoming_powerful | 0.575 |
Q15_acquiring_rare_items | 0.575 | ||
Narrative | Q21_escaping_real_world | Q20_immersed_fantasy_world | 0.544 |
Missions | Q6_enjoy_woking_with_others | Q22_helping_other | 0.575 |
Q28_part_casual_guild | 0.524 | ||
Q25_player_vs._player | 0.518 | ||
Q23_getting_know_other | 0.516 | ||
Levels | Q14_leveling_character_fast | Q16_becoming_powerful | 0.535 |
Goals | Q13_collecting_distinctive_objects | Q15_acquiring_rare_items | 0.554 |
Customization | Q8_time_customizing_character | Q3_use_character_builder | 0.588 |
Q9_character_outfit_matches_style | 0.513 | ||
Competition | Q25_player_vs._player | Q26_dominate_kill_others | 0.811 |
Q23_getting_know_other | 0.617 | ||
Q29_part_serious_guild | 0.614 | ||
Q24_chatting | 0.533 | ||
Q6_enjoy_woking_with_others | 0.518 | ||
Q31_annoying_others | 0.516 | ||
Badges | Q15_acquiring_rare_items | Q17_accumulate_resources | 0.575 |
Q13_collecting_distinctive_objects | 0.554 |
Short Title | Title |
---|---|
Q1_precise_game_mechanics | How interested are you in the precise numbers and percentages underlying the game mechanics? |
Q2_character_optimized | How important is it to you that your character is as optimized as possible for their profession/role? |
Q3_use_character_builder | How often do you use a character builder? (0 never, 5 always) |
Q4_grouped_soloing | Would you rather be grouped (0) or soloing (5)? |
Q5_character_solo_well | How important is it to you that your character can solo well? |
Q6_enjoy_woking_with_others | Collaborating with two or more players to achieve a common goal (cooperation and teamwork, co-op missions)? |
Q7_wellknown_in_game | How important is it to you to be well-known in the game? |
Q8_time_customizing_character | How much time do you spend customizing your character during character creation? |
Q9_character_outfit_matches_style | How important is it to you that your character’s outfit matches in color and style? |
Q10_character_looks_different | How important is it to you that your character looks different from other characters? |
Q11_explore_to_complete_the_world | How much do you enjoy exploring the world just for the sake of exploring it? |
Q12_finding_uncommon_quests_locations | How much do you enjoy finding quests, or locations that most people do not know about? |
Q13_collecting_distinctive_objects | How much do you enjoy collecting distinctive objects or clothing that have no functional value in the game? |
Q14_leveling_character_fast | Leveling up your character as fast as possible |
Q15_acquiring_rare_items | Acquiring rare items that most players will never have |
Q16_becoming_powerful | Becoming powerful |
Q17_accumulate_resources | Accumulating resources and items |
Q18_game_mechanics_rules | Knowing as much about the game mechanics and rules as possible |
Q19_self_sufficient_character | Having a self-sufficient character |
Q20_immersed_fantasy_world | Being immersed in a fantasy world |
Q21_escaping_real_world | Escaping from the real world |
Q22_helping_other | Helping other players |
Q23_getting_know_other | Getting to know other players |
Q24_chatting | Chatting with other players |
Q25_player_vs._player | Competing with other players |
Q26_dominate_kill_others | Dominating/killing other players |
Q27_explore_map_zone_world | Exploring every map or zone in the world |
Q28_part_casual_guild | Being part of a friendly, casual guild |
Q29_part_serious_guild | Being part of a serious, raid/loot oriented guild |
Q30_trying_new_roles | Trying out new roles and personalities with your characters |
Q31_annoying_others | Doing things that annoy other players |
Q32_meaningful_conversations | How often do you find yourself having conversations with other players? |
Q33_talk_personal_issues | How often do you talk to your online friends about your personal issues? |
Q34_receive_support_reallife_problems | How often have your online friends offered you support when you had a real life problem? |
Q35_make_stories_for_your_character | How often do you make up stories and histories for your characters? |
Q36_role_play_characters | How often do you role-play your character? |
Q37_play_to_avoid_reallife_problems | How often do you play so you can avoid thinking about some of your real-life problems or worries? |
Q38_play_to_relax | How often do you play to relax from the day’s work? |
Q39_try_to_provoke_others | How often do you purposefully try to provoke or irritate other players? |
U1_economy_accumulate_money | Accumulating money |
U2_economy_transactions_exchanges_within_the_game | Acquiring transactions or exchange within the game |
U3_imposed_choice_advance_in_the_game | Do you like take obliged decisions in order to advance in the game? |
U4_imposed_choice_judgements_different_narrative | How important is it to you take judgements, forced choices (different from Narrative) in the game. |
U5_time_pressure_countdowns_timer | How important is it to you have pressure through time in-game (countdowns, timer)? |
U6_social_pressure | You enjoy peer pressure through social interactions with another players? |
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Blanco-M, A.; Contreras-Espinosa, R.S.; Solé-Casals, J. Clustering Users to Determine the Most Suitable Gamification Elements. Sensors 2022, 22, 308. https://doi.org/10.3390/s22010308
Blanco-M A, Contreras-Espinosa RS, Solé-Casals J. Clustering Users to Determine the Most Suitable Gamification Elements. Sensors. 2022; 22(1):308. https://doi.org/10.3390/s22010308
Chicago/Turabian StyleBlanco-M, Alejandro, Ruth S. Contreras-Espinosa, and Jordi Solé-Casals. 2022. "Clustering Users to Determine the Most Suitable Gamification Elements" Sensors 22, no. 1: 308. https://doi.org/10.3390/s22010308
APA StyleBlanco-M, A., Contreras-Espinosa, R. S., & Solé-Casals, J. (2022). Clustering Users to Determine the Most Suitable Gamification Elements. Sensors, 22(1), 308. https://doi.org/10.3390/s22010308