Modeling user types changes in gamified systems

Detalhes bibliográficos
Autor(a) principal: Santos, Ana Cláudia Guimarães
Data de Publicação: 2023
Tipo de documento: Dissertação
Idioma: eng
Título da fonte: Biblioteca Digital de Teses e Dissertações da USP
Texto Completo: https://www.teses.usp.br/teses/disponiveis/55/55134/tde-02102023-164837/
Resumo: In recent years, gamification (i.e., the design of systems, services, and activities to provide motivation benefits as those games usually create) has been applied in several domains seeking to improve user experience. The success of applying this strategy, however, relies on several aspects (e.g., user profiles) and on how the gamification design is implemented. Even though over the years different studies have proposed and validated user models (e.g., Bartle, BrainHex, and Hexad) to represent the different user profiles in games and gamified settings, little is known about whether and how these user profiles change over time and consequently influences in the results of applying these user models in practice (e.g., to personalize gamified systems). To address this problem, this research aims to analyze how the user types from the Hexad model, the most indicated model to personalize gamification, can change after six months of the first evaluation, and how it is possible to model user profiles based on these changes. To achieve these goals, this research focused on three main aspects: i) Analysis of the psychometric properties of the Hexad scale in Brazilian Portuguese; ii) Analysis of the stability of the Hexad user types after six months and how the user profile changed based on the first evaluation; and iii) analyses of the impact the Hexad user types have on the gamification design. Based on six studies, this research indicated that the profiles from the Hexad model can not be considered stable over time, that they influence the gamification design, and also influence the user profile modeling on gamified systems. Apart from the indication of improvements needed to be made in the Brazilian version of the Hexad scale and that some profiles can be more stable than others, this research contributes to the academics and practitioners with sets of recommendations on how to model user profiles in gamified systems, and with the indication of new studies that can be conducted in the personalized gamification field.
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spelling Modeling user types changes in gamified systemsModelagem de mudanças de perfis de usuário em sistemas gamificadosGamificaçãoGamificationModelagem de usuárioPerfil de usuárioPersonalizaçãoPersonalizationUser modelingUser profileIn recent years, gamification (i.e., the design of systems, services, and activities to provide motivation benefits as those games usually create) has been applied in several domains seeking to improve user experience. The success of applying this strategy, however, relies on several aspects (e.g., user profiles) and on how the gamification design is implemented. Even though over the years different studies have proposed and validated user models (e.g., Bartle, BrainHex, and Hexad) to represent the different user profiles in games and gamified settings, little is known about whether and how these user profiles change over time and consequently influences in the results of applying these user models in practice (e.g., to personalize gamified systems). To address this problem, this research aims to analyze how the user types from the Hexad model, the most indicated model to personalize gamification, can change after six months of the first evaluation, and how it is possible to model user profiles based on these changes. To achieve these goals, this research focused on three main aspects: i) Analysis of the psychometric properties of the Hexad scale in Brazilian Portuguese; ii) Analysis of the stability of the Hexad user types after six months and how the user profile changed based on the first evaluation; and iii) analyses of the impact the Hexad user types have on the gamification design. Based on six studies, this research indicated that the profiles from the Hexad model can not be considered stable over time, that they influence the gamification design, and also influence the user profile modeling on gamified systems. Apart from the indication of improvements needed to be made in the Brazilian version of the Hexad scale and that some profiles can be more stable than others, this research contributes to the academics and practitioners with sets of recommendations on how to model user profiles in gamified systems, and with the indication of new studies that can be conducted in the personalized gamification field.Recentemente a gamificação (isto é, o desenvolvimento de sistemas, serviços e atividades que provêem benefícios motivacionais semelhantes aos que jogos normalmente criam) tem sido aplicada em diferentes domínios buscando criar uma melhor experiência ao usuário. O sucesso da aplicação dessa estratégia, entretanto, se baseia em diferentes aspectos (por exemplo, o perfil do usuário) e em como o design de gamificação é implementado. Apesar de ao longo do tempo diferentes estudos tenham proposto e validado modelos de usuário (por exemplo, Bartle, BrainHex e Hexad) para representar os diferentes perfis de usuário em jogos e ambientes gamificados, pouco se é conhecido acerca de se e como esses perfis de usuário mudam com o tempo e consequentemente influenciam nos resultados de aplicação desses modelos na prática (por exemplo, para personalizar ambientes gamificados). Pensando nesse problema, essa pesquisa visa analisar como os perfis de usuário do modelo Hexad, o modelo mais indicado para personalizar gamificação, pode mudar depois de seis meses da primeira avaliação e como é possível modelar perfis de usuários baseados nessas mudanças. Para atingir esses objetivos, a pesquisa focou em três aspectos: i) análise das propriedades psicométricas da escala Hexad em português do Brasil; ii) análise da estabilidade dos perfis de usuário do Hexad após seis meses e como o perfil muda a partir da primeira medição; e iii) análise do impacto do perfil do Hexad no design de gamificação. Por meio de uma série de estudos, essa pesquisa indicou que os perfis de usuário do Hexad não podem ser considerados estáveis, que estes influenciam o design de gamificação e também influenciam na modelagem do perfil do usuário em sistemas gamificados. Além de indicar uma série de melhorias na versão em português do Brasil da escala do Hexad e em como alguns perfis podem ser mais estáveis que outros, a pesquisa contribui para a comunidade acadêmica e indústria com uma série de recomendações sobre como modelar perfis de usuários em sistemas gamificados, além de indicar possíveis novos estudos que podem ser conduzidos na área de personalização da gamificação.Biblioteca Digitais de Teses e Dissertações da USPIsotani, SeijiSantos, Ana Cláudia Guimarães2023-06-29info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfhttps://www.teses.usp.br/teses/disponiveis/55/55134/tde-02102023-164837/reponame:Biblioteca Digital de Teses e Dissertações da USPinstname:Universidade de São Paulo (USP)instacron:USPLiberar o conteúdo para acesso público.info:eu-repo/semantics/openAccesseng2023-10-02T19:54:02Zoai:teses.usp.br:tde-02102023-164837Biblioteca Digital de Teses e Dissertaçõeshttp://www.teses.usp.br/PUBhttp://www.teses.usp.br/cgi-bin/mtd2br.plvirginia@if.usp.br|| atendimento@aguia.usp.br||virginia@if.usp.bropendoar:27212023-10-02T19:54:02Biblioteca Digital de Teses e Dissertações da USP - Universidade de São Paulo (USP)false
dc.title.none.fl_str_mv Modeling user types changes in gamified systems
Modelagem de mudanças de perfis de usuário em sistemas gamificados
title Modeling user types changes in gamified systems
spellingShingle Modeling user types changes in gamified systems
Santos, Ana Cláudia Guimarães
Gamificação
Gamification
Modelagem de usuário
Perfil de usuário
Personalização
Personalization
User modeling
User profile
title_short Modeling user types changes in gamified systems
title_full Modeling user types changes in gamified systems
title_fullStr Modeling user types changes in gamified systems
title_full_unstemmed Modeling user types changes in gamified systems
title_sort Modeling user types changes in gamified systems
author Santos, Ana Cláudia Guimarães
author_facet Santos, Ana Cláudia Guimarães
author_role author
dc.contributor.none.fl_str_mv Isotani, Seiji
dc.contributor.author.fl_str_mv Santos, Ana Cláudia Guimarães
dc.subject.por.fl_str_mv Gamificação
Gamification
Modelagem de usuário
Perfil de usuário
Personalização
Personalization
User modeling
User profile
topic Gamificação
Gamification
Modelagem de usuário
Perfil de usuário
Personalização
Personalization
User modeling
User profile
description In recent years, gamification (i.e., the design of systems, services, and activities to provide motivation benefits as those games usually create) has been applied in several domains seeking to improve user experience. The success of applying this strategy, however, relies on several aspects (e.g., user profiles) and on how the gamification design is implemented. Even though over the years different studies have proposed and validated user models (e.g., Bartle, BrainHex, and Hexad) to represent the different user profiles in games and gamified settings, little is known about whether and how these user profiles change over time and consequently influences in the results of applying these user models in practice (e.g., to personalize gamified systems). To address this problem, this research aims to analyze how the user types from the Hexad model, the most indicated model to personalize gamification, can change after six months of the first evaluation, and how it is possible to model user profiles based on these changes. To achieve these goals, this research focused on three main aspects: i) Analysis of the psychometric properties of the Hexad scale in Brazilian Portuguese; ii) Analysis of the stability of the Hexad user types after six months and how the user profile changed based on the first evaluation; and iii) analyses of the impact the Hexad user types have on the gamification design. Based on six studies, this research indicated that the profiles from the Hexad model can not be considered stable over time, that they influence the gamification design, and also influence the user profile modeling on gamified systems. Apart from the indication of improvements needed to be made in the Brazilian version of the Hexad scale and that some profiles can be more stable than others, this research contributes to the academics and practitioners with sets of recommendations on how to model user profiles in gamified systems, and with the indication of new studies that can be conducted in the personalized gamification field.
publishDate 2023
dc.date.none.fl_str_mv 2023-06-29
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
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dc.identifier.uri.fl_str_mv https://www.teses.usp.br/teses/disponiveis/55/55134/tde-02102023-164837/
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dc.language.iso.fl_str_mv eng
language eng
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dc.rights.driver.fl_str_mv Liberar o conteúdo para acesso público.
info:eu-repo/semantics/openAccess
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reponame_str Biblioteca Digital de Teses e Dissertações da USP
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