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dc.contributorUniversitat de Vic - Universitat Central de Catalunya. Grup de Recerca en Tractament de Dades i senyals
dc.contributor.authorBlanco Martínez, Alejandro
dc.contributor.authorContreras, Ruth S. (Ruth Sofhía)
dc.contributor.authorSolé-Casals, Jordi
dc.date.accessioned2025-02-28T08:27:37Z
dc.date.available2025-02-28T08:27:37Z
dc.date.created2025-02
dc.date.issued2022
dc.identifier.citationBlanco-M, A., Contreras-Espinosa, R. S., & Solé-Casals, J. (2022). Clustering Users to Determine the Most Suitable Gamification Elements. Sensors, 22(1), Article 1. https://doi.org/10.3390/s22010308es
dc.identifier.issn1424-8220
dc.identifier.urihttp://hdl.handle.net/10854/8641
dc.description.abstractThe use of gamification elements has extended from being a complement for a product to being integrated into multiple public services to motivate the user. The first drawback for service designers is choosing which gamification elements are appropriate for the intended audience, in addition to the possible incompatibilities between gamification elements. This work proposes a clustering technique that enables mapping different user profiles in relation to their preferred gamification elements. Additionally, by mapping the best cluster for each gamification element, it is possible to determine the preferred game genre. The article answered the following research questions: What is the relationship between the genre of the game and the element of gamification? Different user groups (profiles) for each gamification element? Results indicate that there are cases where the users are divided between those who agree or disagree. However, other elements present a great heterogeneity in the number of groups and the levels of agreement.es
dc.formatapplication/pdfes
dc.format.extent38 p.es
dc.language.isoenges
dc.publisherMDPI
dc.rightsAquest document està subjecte a aquesta llicència Creative Commonses
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/deed.caes
dc.subject.otherLudificacióes
dc.subject.otherJocses
dc.titleClustering Users to Determine the Most Suitable Gamification Elementses
dc.typeinfo:eu-repo/semantics/articlees
dc.identifier.doihttps://doi.org/10.3390/s22010308
dc.rights.accessRightsinfo:eu-repo/semantics/openAccesses
dc.type.versioninfo:eu-repo/publishedVersiones
dc.indexacioIndexat a WOS/JCRes
dc.indexacioIndexat a SCOPUSes


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Aquest document està subjecte a aquesta llicència Creative Commons
Except where otherwise noted, this item's license is described as https://creativecommons.org/licenses/by/4.0/deed.ca
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