Showing posts with label personalization. Show all posts
Showing posts with label personalization. Show all posts

Monday, September 05, 2016

Survey - Research Study on Personalization of Gamification

An integrated exploratory study, part of a doctoral thesis. It is translated into 4 languages ​​and approved by the ethics committees of the three participating universities. It requires about 10 minutes to be completed.

Two 50 € Visa virtual gift cards will be drawn in appreciation of the time spent answering the survey.

Researchers involved:
  • Alberto Mora Carreño. Ph.D. student. Open University of Catalonia, Barcelona, Spain. E-mail: amoraca@uoc.edu
  • (Dr.) Carina Soledad González González. Associate Professor, University of La Laguna, La Laguna, Spain. E-mail: cjgonza@ull.edu.es
  • Gustavo Fortes Tondello. Ph.D. student. University of Waterloo, Ontario, Canada. E-mail: gustavo@tondello.com
  • (Dr.) Joan Arnedo Moreno. Aggregate Professor, Open University of Catalonia, Barcelona, Spain. E-mail: jarnedo@uoc.edu
  • (Dr.) Lennart Nacke. Associate Professor, University of Waterloo, Ontario, Canada. E-mail: lennart.nacke@acm.org
 

Tuesday, August 25, 2015

Workshop @CHI PLAY 2015

http://chiplay.org/

Submission Deadline: 01.09.2015

Topics:
  • Theoretical explorations of the differences and communalities of the notions personalization, customization, adaptation and tailoring.
  • Contributions exploring factors for personalization, e.g. personality, cognitive abilities, gender, persuadability, player types, gamification user types, different states, customization of game input/output devices, preferences in regard to the game interface, game preferences as well as contextual and situational variables.
  • Studies showing the effect of personalization, especially on several relevant dependent variables, e.g. holistic player/user experience, emotional and cognitive appeal, usage frequency and cultural background.
  • The development and validation of new and improved models for personalization e.g. advanced player/gamification user type models.
  • Contributions exploring design practices, guidelines and challenges as well as procedures and patterns, around personalization of serious games and gamified systems.
  • (Industrial) case studies and (commercial) examples of personalized serious and persuasive games and gamified systems (benefits, risks, practical impact).
  • Success stories and stories of failure with regard to personalization of serious and persuasive games and gamified systems. Limitations and requirements of personalization.
  • Studies on the return of investment and costs-benefits analyses of personalization in serious and persuasive games and gamified interactions.
  • Other market- and industry relevant considerations of personalized serious games and gamified systems as well as new business models and opportunities for personalization (e.g. personalization as premium feature).