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Do they Play as Intended? - Comparing Aggregated and Temporal Behavioral Analysis in a Persuasive Gamified System

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Item Summary Loria, Enrica Rivera, Jessica Marconi, Annapaola 2020-12-24T19:14:56Z 2020-12-24T19:14:56Z 2021-01-05
dc.identifier.isbn 978-0-9981331-4-0
dc.description.abstract Gamified systems nurture an ulterior goal set by their designers (e.g., a positive behavioral change). Behavioral profiling allows understanding whether users play as intended and reach such a goal. Analyzing in-game behaviors can also highlight unexpected interaction patterns or unengaged users. Current logging systems can track and store any in-game action. However, such high-dimensional data should be carefully processed to retain relevant knowledge while filtering unnecessary noise. Analysts can either aggregate data into a single data point per player or maintain temporal information. This study compares aggregated and temporal behavioral analysis conducted on a gamified system, promoting sustainable mobility (Play\&Go). Results show how, in Play\&Go, aggregated analysis conveys information on long-term winning strategies, whereas temporal analysis describes short-term strategies. Additionally, studying the temporal evolution of players' behaviors emphasizes a sharp division among engaged and unengaged users. We show how aggregated and temporal analysis hold a complementary view of players' experiences.
dc.format.extent 10 pages
dc.language.iso English
dc.relation.ispartof Proceedings of the 54th Hawaii International Conference on System Sciences
dc.rights Attribution-NonCommercial-NoDerivatives 4.0 International
dc.subject Gamification
dc.subject game analytics
dc.subject gamification
dc.subject player behavior
dc.subject player modeling
dc.subject user-centered design
dc.title Do they Play as Intended? - Comparing Aggregated and Temporal Behavioral Analysis in a Persuasive Gamified System
dc.identifier.doi 10.24251/HICSS.2021.160
prism.startingpage 1315
Appears in Collections: Gamification

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