The relationship between player types and gamification feature preferences
Hassan, Lobna; Rantalainen, Jere; Xi, Nannan; Pirkkalainen, Henri; Hamari, Juho (2020)
Hassan, Lobna
Rantalainen, Jere
Xi, Nannan
Pirkkalainen, Henri
Hamari, Juho
2020
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:tuni-202008316765
https://urn.fi/URN:NBN:fi:tuni-202008316765
Kuvaus
Peer reviewed
Tiivistelmä
In this study, we investigate how users’ general gaming preferences (i.e. on dimensions of achievement, immersion and social orientations) are related to their perception of the (enjoyment, usefulness, ethicalness motivationability and continued use) of different gamification features. The study was amongst 144 students as a vignette study, framed in the context of gamification of the Moodle educational platform. The results show that, while achievement–orientation in gaming preferences is positively associated with perceptions of achievement–related gamification features, immersion and social gaming orientations had little, if any, positive associations with the different perceptions related to gamification features. While the results indicate that achievement-related gamification may be preferred by achievement-oriented players, overall players’ gaming preferences types may not be a comprehensive predictor for gamification preferences.
Kokoelmat
- TUNICRIS-julkaisut [19351]