Do they Play as Intended? - Comparing Aggregated and Temporal Behavioral Analysis in a Persuasive Gamified System
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2021-01-05
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1315
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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.
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Gamification, game analytics, gamification, player behavior, player modeling, user-centered design
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10 pages
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Proceedings of the 54th Hawaii International Conference on System Sciences
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Attribution-NonCommercial-NoDerivatives 4.0 International
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