Do they play as intended? - Comparing aggregated and temporal behavioral analysis in a persuasive gamified system

1Citations
Citations of this article
14Readers
Mendeley users who have this article in their library.

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.

Cite

CITATION STYLE

APA

Loria, E., Rivera-Villicana, J., & Marconi, A. (2021). Do they play as intended? - Comparing aggregated and temporal behavioral analysis in a persuasive gamified system. In Proceedings of the Annual Hawaii International Conference on System Sciences (Vol. 2020-January, pp. 1315–1324). IEEE Computer Society. https://doi.org/10.24251/hicss.2021.160

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free