Towards Adaptive Gamification: A Method Using Dynamic Player Profile and a Case Study
Abstract
:1. Introduction
2. Previous Work
2.1. Player Modeling
2.2. Adaptation Strategy
3. Runtime Method for Adaptive Gamification
3.1. Previous Definitions
3.1.1. Player Type
- Disruptor: motivated by the ability to modify the system;
- Free spirit: motivated by the ability to freely explore the system;
- Achiever: motivated by the ability to win challenges and unlock hidden content.;
- Player: motivated by the game itself;
- Philanthropist: motivated by the ability to share goods and help other users;
- Socializer: motivated by social connections;
- Non-player: users who do not like to play.
3.1.2. Game Element
- Development tool: allows the player user to create certain gamification mechanics such as badges, challenges and unlockables.
- Challenge: the player must overcome a challenge, such as reaching a certain level and solving a problem in a certain time;
- Easter egg: the mechanism consists of an image which, when pressed five consecutive times, allows access to a mini-game;
- Unlockable: when a player overcomes a certain challenge, a hidden content is unlocked, which can be a message, a mini-game, etc.;
- Badge: awarded to the player when they manage to complete a difficult task;
- Level: shows the user’s progress in completing a task, subdivided into levels;
- Point: the player gains score, experience, virtual money, etc.;
- Leaderboard: displays a ranking of scores;
- Gift Opener: the player opens gifts they have received;
- Lottery: game of chance (roulette) that allows players to increase their scores;
- Social network: a small social network that allows players to create a profile, add friends and view their profiles;
- Social status: collection of rankings of players based on their scores, especially those related to social interactions, such as the number of followers, visitors, etc.;
- Share knowledge: the player sends help messages to everyone in a group;
- Gift: the player sends gifts to other users.
3.1.3. Interaction Index
- : the display time, i.e., the time interval for which the game element has been displayed until time t;
- : the number of interactions at time t;
- : the opinion, i.e., the user assessment of the game element. This is a value between 0 and 1. Opinions from 1 to 5 stars correspond to and 1, respectively.
3.1.4. Activities
3.2. Adaptive Method
- : the player type of the user at time t;
- : the interaction indexes;
- : to avoid extreme fluctuations between and , where —the value of this parameter should be tuned experimentally;
- : the Moore–Penrose pseudoinverse matrix of M, needed in order to interpret and in the same space.
4. Case Study
4.1. Adaptive Gamification in Nanomoocs
4.2. Adaptive Gamification: Software Architecture
5. Adaptive Method Evaluation
5.1. Simulation System
- If the game element () fits the real bot’s profile (), the bot interacts more frequently than otherwise. Therefore, reflects this behavior by taking values from 0.5 (frequent interactions) to 10 (longer time between interactions);
- Regarding , we consider that the bot interacts once every ;
- The opinion can be calculated in a similar way using .
5.2. Results
- Method A—Constant : a constant player rating, , is assigned at any time. In this case, we use Equation (9) to calculate once and always use its maximal component.We calculate the error as follows. Since , the distance is simply calculated as . Note that if the user has accurately answered the questionnaire, we have ;
- Method B—Random dynamic : a dynamic player rating is randomly chosen at each time t and then, the game element selected to be shown is also the maximal component of . Note that this method is equivalent to picking a random game element.In this method, we compute the error as the average distance between and a random point using the average distance of random points in a unit hypercube (average distance of random points in a unit hypercube, https://martin-thoma.com/curse-of-dimensionality/, accessed on 1 November 2021).
- Method C—Our method, dynamic : a dynamic player rating is computed according the defined by Equation (6). The bot then simulates , , and using and . The game element selected to be shown is a weighted random choice of (see step 3 in Figure 2).In this method, we calculate the error based on the distances between and for all t from 1 to :
6. Discussion
7. Conclusions
Author Contributions
Funding
Acknowledgments
Conflicts of Interest
References
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Player Type | Game Elements | Additional Player Types [24] |
---|---|---|
Disruptor | Development Tools | Free Spirit |
Creativity Tools (Challenges) | Player, Achiever, Free Spirit | |
Free Spirit | Unlockable | - |
Easter Egg | Player | |
Achiever | Badge | Player |
Level of Progression | Player | |
Player | Lottery | - |
Leaderboard | - | |
Gift Opener (Prizes) | - | |
Points | - | |
Socializer | Social Network | Free Spirit |
Social Status | - | |
Philanthropist | Share Knowledge | - |
Gifting | - |
| |
Disruptor | Free Spirit |
| |
Achiever | Philanthropist |
| |
Socializer | Player |
Cases/Methods | A—Constant | B—Random | C—Our Method |
---|---|---|---|
Constant | Dynamic | Dynamic | |
Accurate Answers Case: | |||
Mean Error (SD) | 0 | 0.08024 (0.00052) | 0.0070 (0.00166) |
Worst Scenario of C | 0 | 0.0804 | 0.0105 |
Best Scenario of C | 0 | 0.0797 | 0.0029 |
Inaccurate Answers Case: | |||
Mean Error (SD) | 0.0311(0.00404) | 0.08027 (0.00040) | 0.0243 (0.00475) |
Worst Scenario of C | 0.0367 | 0.08012 | 0.0333 |
Best Scenario of C | 0.0233 | 0.08018 | 0.0146 |
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Rodríguez, I.; Puig, A.; Rodríguez, À. Towards Adaptive Gamification: A Method Using Dynamic Player Profile and a Case Study. Appl. Sci. 2022, 12, 486. https://doi.org/10.3390/app12010486
Rodríguez I, Puig A, Rodríguez À. Towards Adaptive Gamification: A Method Using Dynamic Player Profile and a Case Study. Applied Sciences. 2022; 12(1):486. https://doi.org/10.3390/app12010486
Chicago/Turabian StyleRodríguez, Inmaculada, Anna Puig, and Àlex Rodríguez. 2022. "Towards Adaptive Gamification: A Method Using Dynamic Player Profile and a Case Study" Applied Sciences 12, no. 1: 486. https://doi.org/10.3390/app12010486
APA StyleRodríguez, I., Puig, A., & Rodríguez, À. (2022). Towards Adaptive Gamification: A Method Using Dynamic Player Profile and a Case Study. Applied Sciences, 12(1), 486. https://doi.org/10.3390/app12010486