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Validation of User Preferences and Effects of Personalized Gamification on Task Performance

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What this work says

Outgoing claims: the papers this work cites, builds on, or argues with.

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Trait Theories of Personality
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Modeling the efficacy of persuasive strategies for different gamer types in serious games for health
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Gamification of task performance with leaderboards: A goal setting experiment
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Studying student differentiation in gamified education: A long-term study
inferredcites →https://doi.org/10.1016/j.chb.2016.11.062openalex-snapshot
The maturing of gamification research
inferredcites →https://doi.org/10.1016/j.entcom.2013.06.002openalex-snapshot
BrainHex: A neurobiological gamer typology survey
inferredcites →https://doi.org/10.1016/j.ijhcs.2014.09.006openalex-snapshot
Gamification in theory and action: A survey
inferredcites →https://doi.org/10.1016/j.ijhcs.2015.01.004openalex-snapshot
Personalizing persuasive technologies: Explicit and implicit personalization using persuasion profiles
inferredcites →https://doi.org/10.1016/j.ijhcs.2018.10.002openalex-snapshot
Empirical validation of the Gamification User Types Hexad scale in English and Spanish
inferredcites →https://doi.org/10.1016/j.ijhcs.2018.11.007openalex-snapshot
Strengthening gamification studies: Current trends and future opportunities of gamification research
inferredcites →https://doi.org/10.1016/j.ijinfomgt.2018.10.013openalex-snapshot
The Rise of Motivational Information Systems: A Review of Gamification Research
inferredcites →https://doi.org/10.1016/j.jrp.2006.02.001openalex-snapshot
Measuring personality in one minute or less: A 10-item short version of the Big Five Inventory in English and German
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The structure of phenotypic personality traits.
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Psychometric Properties of the Intrinsic Motivation Inventory in a Competitive Sport Setting: A Confirmatory Factor Analysis
inferredcites →https://doi.org/10.1080/2159676x.2019.1628806openalex-snapshot
Reflecting on reflexive thematic analysis
inferredcites →https://doi.org/10.1109/educon.2018.8363471openalex-snapshot
Effect of personalized gameful design on student engagement
inferredcites →https://doi.org/10.1109/istel.2016.7881899openalex-snapshot
Personalization of gamification-elements in an e-learning environment based on learners' motivation
inferredcites →https://doi.org/10.1109/itag.2014.17openalex-snapshot
An Investigation of Gamification Typologies for Enhancing Learner Motivation
inferredcites →https://doi.org/10.1111/j.1468-2958.2010.01377.xopenalex-snapshot
Personalization versus Customization: The Importance of Agency, Privacy, and Power Usage
inferredcites →https://doi.org/10.1145/1089107.1089109openalex-snapshot
Personalization technologies
inferredcites →https://doi.org/10.1145/2336727.2336731openalex-snapshot
Personalised gaming
inferredcites →https://doi.org/10.1145/2470654.2481341openalex-snapshot
Tailoring persuasive health games to gamer type
inferredcites →https://doi.org/10.1145/2695664.2695874openalex-snapshot
Improving pedagogical recommendations by classifying students according to their interactional behavior in a gamified learning environment
inferredcites →https://doi.org/10.1145/2856767.2856790openalex-snapshot
Expense Control
inferredcites →https://doi.org/10.1145/3099023.3099116openalex-snapshot
A Comparison of System-Controlled and User-Controlled Personalization Approaches
inferredcites →https://doi.org/10.1145/3131085.3131086openalex-snapshot
Measuring the effect of "bottom-up" gamification in a microtask setting
inferredcites →https://doi.org/10.1145/3275116.3275118openalex-snapshot
Users As Game Designers
inferredcites →https://doi.org/10.1145/3290605.3300380openalex-snapshot
"Enable or Disable Gamification?"
inferredcites →https://doi.org/10.1145/3335595.3335625openalex-snapshot
The quest for a better tailoring of gameful design
inferredcites →https://doi.org/10.1145/3681716openalex-snapshot
Proceedings of the 27th International Academic Mindtrek Conference
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Proceedings of the SIGCHI conference on Human Factors in Computing Systems - CHI '83
inferredcites →https://doi.org/10.1177/1046878118774385openalex-snapshot
Gamification Science, Its History and Future: Definitions and a Research Agenda
inferredcites →https://doi.org/10.1177/1460458216650979openalex-snapshot
Persuasive technology for health and wellness: State-of-the-art and emerging trends
inferredcites →https://doi.org/10.1177/1745691617706516openalex-snapshot
An Evaluation of Amazon’s Mechanical Turk, Its Rapid Rise, and Its Effective Use
inferredcites →https://doi.org/10.1191/1478088706qp063oaopenalex-snapshot
Using thematic analysis in psychology
inferredcites →https://doi.org/10.24251/hicss.2018.151openalex-snapshot
A Design Framework for Adaptive Gamification Applications

What points at this work

Incoming claims: where this work appears in other papers’ reference lists and arguments.

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What Drives User Attrition in Serious Games? An Empirical Examination of the Tam Model, Sor Theory, and Game Quality
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Enhancing Students’ Learning Experience Through Gamification: Perspectives and Challenges
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The Influence of Personality Traits and Game Design Elements on Player Enjoyment: An Empirical Study on GWAPs for Linguistics
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Creative Applications of Artificial Intelligence in Education
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Affordances for AI-Enhanced Digital Game-Based Learning
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Assessing Player Interaction for a Social Networking Cooperative Educational Game
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Customer Switching Behaviour and the Adoption of Disruptive Technologies
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Tailoring Gamification in Mobility-as-a-Service Apps
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AI Multi-Modal and Game Data Fusion System for Player Preference Extraction and Game Advertisement Material Generation
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How Personalization Affects Motivation in Gamified Review Assessments
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Citizen science participant motivations and behaviour: Implications for biodiversity data coverage
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Psychometric investigation of the gamification Hexad user types scale with Brazilian Portuguese adolescents speakers
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A human factors-aware assistance system in manufacturing based on gamification and hardware modularisation
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Attitudes towards gamification advertising in Vietnam: a social commerce context
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The Relationship Between Gamification User Types, Demographic Factors, and Gaming Habits
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Comparative Analysis of User Experiences in Game Metaverses by Game Type, Gender, and Age
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Gamification User Types in Professional Football: Implications for Personalized Training Systems
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Gamification of digital art: promoting speculative design and interactive experience
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Understanding Gamification Advertising Effectiveness in an S-Commerce Context: A Study in an Emerging Market
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Reimagining the future of African indigenous knowledge systems in gamified applications: a case study of Aroko
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Understanding the Relationship Between User Game Preferences and Depressive Symptoms: A Pilot Study
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Personalizing Mobile Applications for Health Behavioral Change according to personality: cross-sectional validation of a Preference matrix
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From personalized gamification to knowledge outcomes: the role of digital literacy, information quality and online flow experience
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The Analysis of Intrinsic Game Elements for Undergraduates Gamified Platform Based on Learner Type
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Personalized Gamification a Technological Approach for Student Education: A Systematic Literature Review
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Framework for Enhancing Customer Service Advisor Training through Gamification
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UnplugGamify: A Didactic Material to Support Student-Centered Unplugged Gamification
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The Effects of Gamification on Students' Gameful Experience According to Their Gender: A Quasi-Experimental Study
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Developing a Gamified Assessment Framework to Enhance Student Engagement
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Cultivating Effective Classroom Management: The Implementation of an Adaptive Gamification Platform
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Personalised Approach For Building a Gamified Project For User Motivation Management
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Exploring Personalization of Gamification in an Introductory Programming Course
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Investigating Accuracy and Perceived Value of Feedback in Peer Code Review Using Gamification
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Potentials of a web-based gamification guidance for knowledge transfer between research and industry
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Towards Predicting Hexad User Types from Mobile Banking Data
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Effects and Ways of Tailored Gamification in Software-Based Training in Cognitive Rehabilitation
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Personalization Improves Gamification
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Are They Learning or Playing? Moderator Conditions of Gamification’s Success in Programming Classrooms
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Here Comes No Boom! The Lack of Sound Feedback Effects on Performance and User Experience in a Gamified Image Classification Task
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“Absolute or Relative?” – Exploring the Choice Between Leaderboard Types in an Image Tagging Task
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Do Hexad User Types Matter? Effects of (Non-) Personalized Gamification on Task Performance and User Experience in an Image Tagging Task
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Investigating the Effects of Tailored Gamification on Learners’ Engagement over Time in a Learning Environment
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The Consistency of Gamification User Types: A Study on the Change of Preferences over Time
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Tagify: A Boilerplate Tagging Platform for Gamification Research
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Utilizing Adaptive Gamification in an Intelligent Tutoring System for Software Engineering Education
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Tailoring gamified educational systems to users and context
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Analysis and Personalization of Gamification Elements Using Machine Learning Based on User Characteristics
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Model to personalize mobiles applications according to the gamification user types for health behavioral change
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Personalizing Mobile Applications for Health Behavioral Change according to personality: cross-sectional validation of a Preference matrix (Preprint)
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Turning Users' In-Game Behaviours into Actionable Adaptive Gamification Strategies using the PEAS Framework
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Is Adaptive Gamification just a Theoretical Fairytale? An Experiment in a Text-based Adventure Game for Data Crowdsourcing
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Gamification of Statistics and Probability Education: A Mobile Courseware Approach
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A Review on Personalization of Gamified Learning Environments*
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Behavioral Traces and Player Typologies in Gamified VR: Insights for Adaptive and Inclusive Design
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Beyond Engagement
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Next-Gen Learning
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Do people's user types change over time? An exploratory study
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Gamification Techniques and Contribution Filtering in Crowdsourcing Micro-Task Applications
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Um Estudo sobre a Aplicação de Técnicas de Gamificação em Aplicativo Crowdsourcing de Micro-tarefas
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Tentando Recuperar a Interação Social Perdida Durante a Pandemia da COVID-19 por meio da Gamificação
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Adaptive gamification of digital learning environments
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