Automating Gamification Personalization: To the User and Beyond
Luiz Rodrigues, Armando M. Toda, Wilk Oliveira, Paula T. Palomino,, Julita Vassileva, Seiji Isotani

TL;DR
This paper presents a method for automating personalized gamification design by modeling user and contextual preferences, supported by a recommender system that tailors game elements to individual needs and activities.
Contribution
It introduces an empirical study on user preferences for gamification elements and develops a decision-tree-based recommender system for personalized gamification design.
Findings
User preferences vary with activity type, location, and demographics.
The decision tree model effectively captures preferences for personalization.
The recommender system aids in designing tailored gamification experiences.
Abstract
Personalized gamification explores knowledge about the users to tailor gamification designs to improve one-size-fits-all gamification. The tailoring process should simultaneously consider user and contextual characteristics (e.g., activity to be done and geographic location), which leads to several occasions to tailor. Consequently, tools for automating gamification personalization are needed. The problems that emerge are that which of those characteristics are relevant and how to do such tailoring are open questions, and that the required automating tools are lacking. We tackled these problems in two steps. First, we conducted an exploratory study, collecting participants' opinions on the game elements they consider the most useful for different learning activity types (LAT) via survey. Then, we modeled opinions through conditional decision trees to address the aforementioned tailoring…
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