Abstract: |
Recently, gamification has gained world-wide interest in several domains, especially educational ones, to increase user engagement and learning effectiveness. Using gamification, there are several mechanics that designers leverage to motivate users to engage with the game (e.g. streaks, progress, time limit, .. etc). However, it remains unclear which gamification mechanic would be most effective for individuals with different personality traits and emotional states, age, gender, and field-of-study. To this end, we introduce ``Gamify'', a user-profile empirical study ($N = 65$) that sheds light on how gamification mechanics, namely rewarding and penalizing, along with user profile (made up of (1) personality (represented by Big-Five Model), (2) emotional state, (3) age group, (4) field-of-study, and (5) gender) affect users' experience. To achieve this, we have designed a trivia-based game, where users have riddles that they should answer using 4 provided choices. Within our user-study, we had 4 different levels (reward only, penalty only, reward and penalty, no gamification mechanic). Our results show that the preference of specific gamification mechanic differed according to user profiles. For instance, users below 18 preferred being exposed to both the rewarding and penalizing mechanic. Using Gamify, game developers can create a tailored gaming experience that engages users having different user profiles. |