Classificação de tipos de jogador com base na utilização de elementos de uma gamificação baseada em jogos de RPG
Resumo
Muito tem se pesquisado sobre os benefícios do uso de gamificação na educação e se identificou que é importante que a gamificação não possua um “tamanho único”, e sim considere os diferentes perfis de usuários. Essa classificação é normalmente realizada por meio de questionários, o que pode ter falhas. Diante disso, neste trabalho é apresentado um estudo exploratório sobre a classificação de jogadores, do modelo Hexad, com base na interação dos usuários com uma gamificação baseada em jogos de RPG. Para realizar a classificação foram utilizadas técnicas de aprendizagem de máquina. O estudo foi realizado com 126 estudantes da Universidade Federal do Amazonas e como resultado obteve-se uma acurácia de 57% com o algoritmo Random Forest.Referências
Akgün, Ö. E. and Topal, M. (2018). Adaptation of the gamification user types hexad scale into turkish. International Journal of Assessment Tools in Education, 5(3):389–402.
Altmeyer, M., Lessel, P., Schubhan, M., and Krüger, A. (2019). Towards predicting hexad user types from smartphone data. In Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, pages 315–322.
Bartle, R. (1996). Hearts, clubs, diamonds, spades: Players who suit muds. Journal of MUD research, 1(1):19.
Deterding, S., Dixon, D., Khaled, R., and Nacke, L. (2011). From game design elements to gamefulness: defining”gamification”. In Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments, pages 9–15.
Einola, K. and Alvesson, M. (2021). Behind the numbers: questioning questionnaires. Journal of Management Inquiry, 30(1):102–114.
El Naqa, I. and Murphy, M. J. (2015). What is machine learning? In machine learning in radiation oncology, pages 3–11. Springer.
Galvão, L., Fernandes, D., and Gadelha, B. (2016). Juiz online como ferramenta de apoio a uma metodologia de ensino híbrido em programação. In Brazilian Symposium on Computers in Education (Simpósio Brasileiro de Informática na Educação-SBIE), volume 27, page 140.
González, C. S., Toledo, P., Muñoz, V., et al. (2016). Enhancing the engagement of intelligent tutorial systems through personalization of gamification. International Journal of Engineering Education, 32(1):532–541.
Han, J., Pei, J., and Tong, H. (2022). Data mining: concepts and techniques. Morgan kaufmann.
Hanus, M. D. and Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & education, 80:152–161.
Herbert, B., Charles, D., Moore, A., and Charles, T. (2014). An investigation of gamification typologies for enhancing learner motivation. In 2014 International Conference on Interactive Technologies and Games, pages 71–78. IEEE.
John, O. P., Donahue, E. M., and Kentle, R. L. (1991). Big five inventory. Journal of Personality and Social Psychology.
Kapp, K. M. (2012). The gamification of learning and instruction: game-based methods and strategies for training and education. John Wiley & Sons.
Kimpen, R., De Croon, R., Vanden Abeele, V., and Verbert, K. (2021). Towards predicting hexad user types from mobile banking data: An expert consensus study. In Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play, pages 30–36.
Kiryakova, G., Angelova, N., and Yordanova, L. (2014). Gamification in education. Proceedings of 9th International Balkan Education and Science Conference.
Klock, A. C. T., Gasparini, I., Pimenta, M. S., and Hamari, J. (2020). Tailored gamification: A review of literature. International Journal of Human-Computer Studies, 144:102495.
Koivisto, J. and Hamari, J. (2019). The rise of motivational information systems: A review of gamification research. International Journal of Information Management, 45:191–210.
Majuri, J., Koivisto, J., and Hamari, J. (2018). Gamification of education and learning: A review of empirical literature. In Proceedings of the 2nd international GamiFIN conference, GamiFIN 2018. CEUR-WS.
Marczewski, A. (2015). Even ninja monkeys like to play. London: Blurb Inc, 1(1):28.
Melo, R. et al. (2023). Um estudo sobre a tipologia de usuários hexad e sua relação com os elementos de jogos de uma plataforma de gamificação baseada em jogos rpg.
Mogavi, R. H., Deng, C., Hoffman, J., Haq, E.-U., Gujar, S., Bucchiarone, A., and Hui, P. (2023). Your favorite gameplay speaks volumes about you: Predicting user behavior and hexad type. arXiv preprint arXiv:2302.05623.
Nacke, L. E., Bateman, C., and Mandryk, R. L. (2014). Brainhex: A neurobiological gamer typology survey. Entertainment computing, 5(1):55–62.
Pessoa, M., Fernandes, D., de Carvalho, L. S. G., Oliveira, E., Nakamura, W., and Conte, T. (2019). Codeplay: Uma plataforma de gamificação baseada em jogos de rpg multiplayer. In Brazilian Symposium on Computers in Education (Simpósio Brasileiro de Informática na Educação-SBIE), volume 30, page 843.
Pessoa, M. S. P. et al. (2022). Codeplay: uma plataforma que incorpora a ludicidade de jogos de entretenimento a um juiz on-line.
Santos, A. C. G., Oliveira, W., Altmeyer, M., Hamari, J., and Isotani, S. (2022). Psychometric investigation of the gamification hexad user types scale in brazilian portuguese. Scientific reports, 12(1):1–11.
Santos, A. C. G., Oliveira, W., Hamari, J., and Isotani, S. (2021). Do people’s user types change over time? an exploratory study. arXiv preprint arXiv:2106.10148.
Santos, W. O. d., Bittencourt, I. I., and Vassileva, J. (2018). Design of tailored gamified educational systems based on gamer types.
Sarker, I. H. (2021). Machine learning: Algorithms, real-world applications and research directions. SN Computer Science, 2(3):1–21.
Toda, A. M., Valle, P. H., and Isotani, S. (2017). The dark side of gamification: An overview of negative effects of gamification in education. In Researcher links workshop: higher education for all, pages 143–156. Springer.
Tondello, G. F., Arrambide, K., Ribeiro, G., Cen, A. J.-l., and Nacke, L. E. (2019). “i don’t fit into a single type”: A trait model and scale of game playing preferences. In IFIP Conference on Human-Computer Interaction, pages 375–395. Springer.
Tondello, G. F., Wehbe, R. R., Diamond, L., Busch, M., Marczewski, A., and Nacke, L. E. (2016). The gamification user types hexad scale. In Proceedings of the 2016 annual symposium on computer-human interaction in play, pages 229–243.
Yee, N. (2006). The demographics, motivations, and derived experiences of users of massively multi-user online graphical environments. Presence: Teleoperators and virtual environments, 15(3):309–329.
Altmeyer, M., Lessel, P., Schubhan, M., and Krüger, A. (2019). Towards predicting hexad user types from smartphone data. In Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, pages 315–322.
Bartle, R. (1996). Hearts, clubs, diamonds, spades: Players who suit muds. Journal of MUD research, 1(1):19.
Deterding, S., Dixon, D., Khaled, R., and Nacke, L. (2011). From game design elements to gamefulness: defining”gamification”. In Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments, pages 9–15.
Einola, K. and Alvesson, M. (2021). Behind the numbers: questioning questionnaires. Journal of Management Inquiry, 30(1):102–114.
El Naqa, I. and Murphy, M. J. (2015). What is machine learning? In machine learning in radiation oncology, pages 3–11. Springer.
Galvão, L., Fernandes, D., and Gadelha, B. (2016). Juiz online como ferramenta de apoio a uma metodologia de ensino híbrido em programação. In Brazilian Symposium on Computers in Education (Simpósio Brasileiro de Informática na Educação-SBIE), volume 27, page 140.
González, C. S., Toledo, P., Muñoz, V., et al. (2016). Enhancing the engagement of intelligent tutorial systems through personalization of gamification. International Journal of Engineering Education, 32(1):532–541.
Han, J., Pei, J., and Tong, H. (2022). Data mining: concepts and techniques. Morgan kaufmann.
Hanus, M. D. and Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & education, 80:152–161.
Herbert, B., Charles, D., Moore, A., and Charles, T. (2014). An investigation of gamification typologies for enhancing learner motivation. In 2014 International Conference on Interactive Technologies and Games, pages 71–78. IEEE.
John, O. P., Donahue, E. M., and Kentle, R. L. (1991). Big five inventory. Journal of Personality and Social Psychology.
Kapp, K. M. (2012). The gamification of learning and instruction: game-based methods and strategies for training and education. John Wiley & Sons.
Kimpen, R., De Croon, R., Vanden Abeele, V., and Verbert, K. (2021). Towards predicting hexad user types from mobile banking data: An expert consensus study. In Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play, pages 30–36.
Kiryakova, G., Angelova, N., and Yordanova, L. (2014). Gamification in education. Proceedings of 9th International Balkan Education and Science Conference.
Klock, A. C. T., Gasparini, I., Pimenta, M. S., and Hamari, J. (2020). Tailored gamification: A review of literature. International Journal of Human-Computer Studies, 144:102495.
Koivisto, J. and Hamari, J. (2019). The rise of motivational information systems: A review of gamification research. International Journal of Information Management, 45:191–210.
Majuri, J., Koivisto, J., and Hamari, J. (2018). Gamification of education and learning: A review of empirical literature. In Proceedings of the 2nd international GamiFIN conference, GamiFIN 2018. CEUR-WS.
Marczewski, A. (2015). Even ninja monkeys like to play. London: Blurb Inc, 1(1):28.
Melo, R. et al. (2023). Um estudo sobre a tipologia de usuários hexad e sua relação com os elementos de jogos de uma plataforma de gamificação baseada em jogos rpg.
Mogavi, R. H., Deng, C., Hoffman, J., Haq, E.-U., Gujar, S., Bucchiarone, A., and Hui, P. (2023). Your favorite gameplay speaks volumes about you: Predicting user behavior and hexad type. arXiv preprint arXiv:2302.05623.
Nacke, L. E., Bateman, C., and Mandryk, R. L. (2014). Brainhex: A neurobiological gamer typology survey. Entertainment computing, 5(1):55–62.
Pessoa, M., Fernandes, D., de Carvalho, L. S. G., Oliveira, E., Nakamura, W., and Conte, T. (2019). Codeplay: Uma plataforma de gamificação baseada em jogos de rpg multiplayer. In Brazilian Symposium on Computers in Education (Simpósio Brasileiro de Informática na Educação-SBIE), volume 30, page 843.
Pessoa, M. S. P. et al. (2022). Codeplay: uma plataforma que incorpora a ludicidade de jogos de entretenimento a um juiz on-line.
Santos, A. C. G., Oliveira, W., Altmeyer, M., Hamari, J., and Isotani, S. (2022). Psychometric investigation of the gamification hexad user types scale in brazilian portuguese. Scientific reports, 12(1):1–11.
Santos, A. C. G., Oliveira, W., Hamari, J., and Isotani, S. (2021). Do people’s user types change over time? an exploratory study. arXiv preprint arXiv:2106.10148.
Santos, W. O. d., Bittencourt, I. I., and Vassileva, J. (2018). Design of tailored gamified educational systems based on gamer types.
Sarker, I. H. (2021). Machine learning: Algorithms, real-world applications and research directions. SN Computer Science, 2(3):1–21.
Toda, A. M., Valle, P. H., and Isotani, S. (2017). The dark side of gamification: An overview of negative effects of gamification in education. In Researcher links workshop: higher education for all, pages 143–156. Springer.
Tondello, G. F., Arrambide, K., Ribeiro, G., Cen, A. J.-l., and Nacke, L. E. (2019). “i don’t fit into a single type”: A trait model and scale of game playing preferences. In IFIP Conference on Human-Computer Interaction, pages 375–395. Springer.
Tondello, G. F., Wehbe, R. R., Diamond, L., Busch, M., Marczewski, A., and Nacke, L. E. (2016). The gamification user types hexad scale. In Proceedings of the 2016 annual symposium on computer-human interaction in play, pages 229–243.
Yee, N. (2006). The demographics, motivations, and derived experiences of users of massively multi-user online graphical environments. Presence: Teleoperators and virtual environments, 15(3):309–329.
Publicado
06/11/2023
Como Citar
MELO, Rafaela; HAYDAR, Gabriel; PIRES, Fernanda; OLIVEIRA, Elaine; GALVÃO, Leandro; PESSOA, Marcela; FERNANDES, David.
Classificação de tipos de jogador com base na utilização de elementos de uma gamificação baseada em jogos de RPG. In: SIMPÓSIO BRASILEIRO DE INFORMÁTICA NA EDUCAÇÃO (SBIE), 34. , 2023, Passo Fundo/RS.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2023
.
p. 912-924.
DOI: https://doi.org/10.5753/sbie.2023.235180.