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Got skillz?: player matching, mastery, and engagement in skill-based games

Published: 02 October 2013 Publication History

Abstract

In this paper we explore mastery, a powerful intrinsic motivator, and its relationship to player engagement in a mobile skill-based game platform (Skillz.com). More specifically, we present a unique Elo-based rating system for quickly matching players with similar skill levels, which results in fair tournaments. Our rating system assigns a player with a relative rating that predicts how well they will do against another player. In an n-player game, the players with higher ratings have a higher likelihood of winning against those with lower ratings. We show that a system that promotes fairness allows players to improve by competing against players close to their skill level, which in turn promotes a sense of mastery. We show that when players feel they are improving, their engagement in the game increases. Finally, we discuss the implications of our approach for increasing fairness in gamification by matching users and tasks based on skill level.

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Deterding, S., Sicart, M., Nacke, L., O'Hara, K., and Dixon, D. Gamification: Using game-design elements in nongaming contexts. Proc. CHI EA '11, ACM Press (2011), 2425--2428.
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Cited By

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  • (2022)User Engagement Comparison between Advergames and Traditional Advertising Using EEG: Does the User’s Engagement Influence Purchase Intention?Electronics10.3390/electronics1201012212:1(122)Online publication date: 27-Dec-2022

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  1. Got skillz?: player matching, mastery, and engagement in skill-based games

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    cover image ACM Other conferences
    Gamification '13: Proceedings of the First International Conference on Gameful Design, Research, and Applications
    October 2013
    148 pages
    ISBN:9781450328159
    DOI:10.1145/2583008
    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]

    Sponsors

    • UWATERLOO: University of Waterloo
    • IMMERSe: IMMERSe Network
    • Waterloo Stratford Campus: University of Waterloo Stratford Campus
    • University of Ontario Institute of Technology

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 02 October 2013

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    Author Tags

    1. Elo rating system
    2. engagement
    3. games
    4. gamification
    5. mastery
    6. player matching
    7. skill-based games

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    Gamification '13
    Sponsor:
    • UWATERLOO
    • IMMERSe
    • Waterloo Stratford Campus
    Gamification '13: Gameful Design, Research, and Applications
    October 2 - 4, 2013
    Ontario, Toronto, Canada

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    Gamification '13 Paper Acceptance Rate 9 of 25 submissions, 36%;
    Overall Acceptance Rate 9 of 25 submissions, 36%

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    View all
    • (2022)User Engagement Comparison between Advergames and Traditional Advertising Using EEG: Does the User’s Engagement Influence Purchase Intention?Electronics10.3390/electronics1201012212:1(122)Online publication date: 27-Dec-2022

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