Abstract

Gamification refers to the attempt to transform different kinds of systems to be able to better invoke positive experiences such as the flow state. However, the ability of such intervention to invoke flow state is commonly believed to depend on several moderating factors including the user’s traits. Currently, there is a dearth of research on the effect of user traits on the results of gamification. Gamer types (personality traits related to gaming styles and preferences) are considered some of the most relevant factors affecting the individual’s susceptibility to gamification. Therefore, in this study we investigate how gamer types from the BrainHex taxonomy (achiever, conqueror, daredevil, mastermind, seeker, socializer and survivor) moderate the effects of personalized/non-personalized gamification on users’ flow experience (challenge-skill balance, merging of action and awareness, clear goals, feedback, concentration, control, loss of self-consciousness and autotelic experience), enjoyment, perception of gamification and motivation. We conducted a mixed factorial within-subject experiment involving 121 elementary school students comparing a personalized version against a non-personalized version of a gamified education system. There were no main effects between personalization and students’ flow experience, perception of gamification and motivation, and enjoyment. Our results also indicate patterns of characteristics that can lead students to the high flow experience (e.g., those who prefer to play multiplayer have a high flow experience in both personalized and non-personalized versions). Based on our results, we provided recommendations to advance the design of gamifed educational systems.

Details

Title
The effects of personalized gamification on students’ flow experience, motivation, and enjoyment
Author
Wilk, Oliveira 1   VIAFID ORCID Logo  ; Hamari Juho 2   VIAFID ORCID Logo  ; Sivaldo, Joaquim 3   VIAFID ORCID Logo  ; Toda, Armando M 4   VIAFID ORCID Logo  ; Palomino, Paula T 5   VIAFID ORCID Logo  ; Vassileva Julita 6   VIAFID ORCID Logo  ; Isotani Seiji 5   VIAFID ORCID Logo 

 University of São Paulo, Institute of Mathematics and Computer Science, São Carlos, Brazil (GRID:grid.11899.38) (ISNI:0000 0004 1937 0722); Tampere University, Gamification Group, Faculty of Information Technology and Communication Sciences, Tampere, Finland (GRID:grid.502801.e) (ISNI:0000 0001 2314 6254) 
 Tampere University, Gamification Group, Faculty of Information Technology and Communication Sciences, Tampere, Finland (GRID:grid.502801.e) (ISNI:0000 0001 2314 6254) 
 Federal University of Alagoas, Education Center, Maceió, Brazil (GRID:grid.411179.b) (ISNI:0000 0001 2154 120X) 
 University of São Paulo, Institute of Mathematics and Computer Science, São Carlos, Brazil (GRID:grid.11899.38) (ISNI:0000 0004 1937 0722); Durham University, Department of Computer Science, Durham, UK (GRID:grid.8250.f) (ISNI:0000 0000 8700 0572) 
 University of São Paulo, Institute of Mathematics and Computer Science, São Carlos, Brazil (GRID:grid.11899.38) (ISNI:0000 0004 1937 0722) 
 University of Saskatchewan, Department of Computer Science, Saskatoon, Canada (GRID:grid.25152.31) (ISNI:0000 0001 2154 235X) 
Publication year
2022
Publication date
Dec 2022
Publisher
Springer Nature B.V.
e-ISSN
21967091
Source type
Scholarly Journal
Language of publication
English
ProQuest document ID
2644600047
Copyright
© The Author(s) 2022. This work is published under http://creativecommons.org/licenses/by/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.