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Towards personalised, gamified systems: an investigation into game design, personality and player typologies

Published: 30 September 2013 Publication History

Abstract

With the rise of Gamification, the boundaries between play and games on the one hand, and everyday life on the other are being challenged, and as a result game play is entering the realm of everyday life. We believe that with the breakdown of this dichotomy and with the increasing presence of game elements in everyday life in the form of Gamification, there are more factors such as users intrinsic motivation, agenda, learning preferences and personality that should be considered in the design of gamified systems. In this paper, we investigate the relationship between player types, and personality types and traits. By way of investigating pre-existing player type models as well as personality traits and types models, we have identified possible relationships between these two areas of research, and in that, between the realm of games, and the realm of the everyday. As a result, we propose a table identifying these possible relationships between player types, personality types and traits, and game elements and game mechanics and discuss how this connection may impact the design of gamified systems and offer insight towards more user orientated design objectives.

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Cited By

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  • (2025)User-centered personalized gamification: an umbrella reviewUser Modeling and User-Adapted Interaction10.1007/s11257-024-09423-z35:1Online publication date: 1-Mar-2025
  • (2024)Enhancing Artistic Learning Through GamificationPractices and Implementation of Gamification in Higher Education10.4018/979-8-3693-0716-8.ch006(114-140)Online publication date: 26-Jan-2024
  • (2024)Adapting player styles to enhance learning and retention in high school science educationE-Learning and Digital Media10.1177/20427530241239409Online publication date: 22-Mar-2024
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cover image ACM Other conferences
IE '13: Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death
September 2013
243 pages
ISBN:9781450322546
DOI:10.1145/2513002
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 30 September 2013

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Author Tags

  1. game design
  2. gameful
  3. gamification
  4. personality

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IE'2013
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IE'2013: The 9th Australasian Conference on Interactive Entertainment -
September 30 - October 1, 2013
Melbourne, Australia

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IE '13 Paper Acceptance Rate 20 of 51 submissions, 39%;
Overall Acceptance Rate 64 of 148 submissions, 43%

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Cited By

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  • (2025)User-centered personalized gamification: an umbrella reviewUser Modeling and User-Adapted Interaction10.1007/s11257-024-09423-z35:1Online publication date: 1-Mar-2025
  • (2024)Enhancing Artistic Learning Through GamificationPractices and Implementation of Gamification in Higher Education10.4018/979-8-3693-0716-8.ch006(114-140)Online publication date: 26-Jan-2024
  • (2024)Adapting player styles to enhance learning and retention in high school science educationE-Learning and Digital Media10.1177/20427530241239409Online publication date: 22-Mar-2024
  • (2024)Gamification in Higher Education Database Courses2024 47th MIPRO ICT and Electronics Convention (MIPRO)10.1109/MIPRO60963.2024.10569628(404-409)Online publication date: 20-May-2024
  • (2024)The impact of scenario-based online gamified learning environment tailored to player types on student motivation, engagement, and environment ınteractionJournal of Research on Technology in Education10.1080/15391523.2024.2323447(1-20)Online publication date: 28-Mar-2024
  • (2024)Uncovering the theoretical basis of user types: An empirical analysis and critical discussion of user typologies in research on tailored gameful designInternational Journal of Human-Computer Studies10.1016/j.ijhcs.2024.103314190(103314)Online publication date: Oct-2024
  • (2024)How Hexad Player Types Affect Student Behaviour in Three Versions of a Peer-Quizzing GameLearning and Collaboration Technologies10.1007/978-3-031-61685-3_5(57-68)Online publication date: 1-Jun-2024
  • (2023)Design Thinking for Training with Serious Games: A Systematic Literature ReviewProceedings of the 30th International Conference on Information Systems Development10.62036/ISD.2022.10Online publication date: 2023
  • (2023)The Contribution of Diversity Towards Player Traits of Learners in a ClassroomComparative Research on Diversity in Virtual Learning10.4018/978-1-6684-3595-3.ch007(136-159)Online publication date: 27-Jan-2023
  • (2023)Using Hobbies as Proxy for Gamification Player Types2023 46th MIPRO ICT and Electronics Convention (MIPRO)10.23919/MIPRO57284.2023.10159940(62-66)Online publication date: 22-May-2023
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