<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Kaunas University of Technology</string-name>
          <email>darius.aseriskis@ktu.edu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Kaunas University of Technology</string-name>
          <email>robertas.damasevicius@ktu.lt</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Kaunas</institution>
          ,
          <country country="LT">Lithuania</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>-Gamification at is current state lacks methods for fast iteration and evaluation of game mechanics and game elements. Using UAREI modelling method to simulate gamified system and evaluate its effects users based on player types. In the experiment a simulated market of agents is used randomized motivation and behavior accounting. User behavior is expressed using mathematical formula and adjusted for case study.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>I. INTRODUCTION</p>
      <p>
        Gamification [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] is the use of game mechanics in non-game
contexts with a goal to alter user behavior. Gartner [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] and Pew
Research Center [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] surveys predict gamification being
widespread and this creates the need for better understanding of
gamification systems and their effects on players.
      </p>
      <p>
        Gamification systems can be classified into these categories
as suggested by [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]:
• Internal Gamification, aiming to improve productivity
and reduce resource costs internally within the
organization.
• External Gamification, aiming to involve external people
(students) to produce increased engagement,
identification and results.
      </p>
      <p>Behavior-changing gamification, aims to encourage
people to make better choices thus increasing motivation.</p>
      <p>
        Currently gamification domain lacks methods for modelling,
simulating and analyzing user behavior in gamified systems.
This paper offers a simulation and analysis method using
UAREI [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] modelling method accounting for psychological
player types.
      </p>
    </sec>
    <sec id="sec-2">
      <title>A. Gamification modelling and simulation</title>
      <p>
        Several efforts exist at classifying and codifying recurring
gamification practices and common techniques such as (1)
Mechanics-Dynamics-Aesthetics (MDA) framework [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], a
conceptual model of game elements; (2) game design atoms [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ];
(3) Game design patterns [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ], commonly reoccurring parts of
game design; (4) game mechanics [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]; and (5) Game interface
design patterns, common successful game design components
and solutions such as badges, levels, or leader boards [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ].
      </p>
      <p>
        In game research, there is a strong separation between design
methodologies and usability evaluation tools, which are rarely
employed in the early stages of the design process. Although the
game developers use many often heuristically designed tools to
Copyright © 2017 held by the authors
assist the design, there is still very few existing methods
employed to connect design practices with gamification and
game design [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. Game and gamification development is
strongly related to the qualifications and skills of game
designers. Recently several new tools were developed or
adapted to help game designers to model, build and analyses
games.
      </p>
      <p>
        The design of serious games is a complex process. Two
opposing principles must be united: achievement of serious
objectives and meaningful gameplay. This can be achieved
using detailed technical modelling and implementation [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ].
However, the only way to really understand gamification is to
identify its basic elements and model structural relationships
between them.
      </p>
      <p>
        Based on Flow Theory [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ], Chanel et al. [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ] defined three
different emotional states: boredom (negative-calm),
engagement (positive-excited) and anxiety (negative-excited).
Flow has many elements such as engagement, immersion,
enjoyment, interestingness, impressiveness and surprise.
Enjoyment appears at the boundary between boredom and
anxiety, when the challenges are just balanced with the person’s
capacity to act in a game [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ]. Engagement and immersion have
been defined mainly in terms of cognitive and psychological
states such as participation, presence, and arousal contribute to
engagement [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ]. Immersion causes the player to focus his/her
attention into the game world resulting in lack of awareness of
time and of the real world [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ]. The immersion can be
maintained by keeping proper complexity and interestingness of
gameplay and its results.
      </p>
      <p>
        For player type classification HEXAD player types [
        <xref ref-type="bibr" rid="ref30">30</xref>
        ] can
be used, which has 6 player types:
 Socializers are motivated by being closer to other people.
      </p>
      <p>They seek to create new social connections and
relationships.
 Free spirits are motivated by autonomy and
selfexpression. They like to explore.
 Achievers are motivated by mastery and overcoming
game challenges. They continuously need to improve
themselves.
 Philanthropists are driven by altruism helping others
without any reward for themselves.
 Players are motivated by extrinsic rewards. They are
playing the game only if they expect to be rewarded.
 Disruptors are motivated by changes. They are willing to
‘disrupt’ the game rather by plying by its rules.</p>
      <p>
        To assess player types, we can employ the HEXAD
questionnaire [
        <xref ref-type="bibr" rid="ref30">30</xref>
        ], [
        <xref ref-type="bibr" rid="ref31">31</xref>
        ].
      </p>
      <p>II. CASE STUDY</p>
    </sec>
    <sec id="sec-3">
      <title>A. OilTrader game</title>
      <p>OilTrader is a game developed to model the influence of
reinforcement model on player decision to continue or leave the
game. OilTrader is a market simulation game which allows to
trade shares of oil to money or to buy oil shares. The game serves
as an illustrating example how real world markets would behave
if there were no external influences. The interface of the game is
presented in Figure I.</p>
      <p>FIGURE I.</p>
      <p>OILTRADER GAME SCREEN</p>
      <p>OilTrader is a simulator which allows for users to experience
simplified market conditions while trading the digital shares of
the fantasy company OilFund. It involves seeing historical game
outcomes and trying to predict outcome of the next round. The
game consists of rounds, each thereof takes 15 seconds. Each
player starts with 500 shares and 500 dollars. In each round, a
player decides to sell or buy the OilFund shares, or is not to place
any trades in that round. Only a single trade can be done in a
single round. The user sees four sections in the game. At the top,
he sees his money and the OilFund shares. At the left column,
the user sees trading controls and round timer. Below it, he sees
trade history data and the impact on his money or shares the
trade had.</p>
      <p>The physical aspects of the game (Figure I) are comprised of
tokens. Tokens are divided into the following three types:
•
•</p>
      <p>Oil tokens: cylindrical markers representing the player’s
ownership of oil.</p>
      <p>Money tokens: sack-shaped markers representing the
player’s ownership of money.</p>
      <p>Each player starts by entering the game website. Next, he
registers / logins to the game. From the beginning, the player
needs to pick action for the current round. He can sustain, sell or
buy oil. The player picks an action and enters how many oil
shares he wants to sell or how much money he is willing to spend
to buy oil shares. After his decision, he waits for the round to
end. The trade is evaluated determining the seller to buyer ratio.
Using this ratio, the player resources are redistributed based on
the Minority Game logic. Finally, the player can decide to leave
the game or continue to play the next round.</p>
      <p>For simplification, assumption is that a player can only be
affected by the elements of the game’s user interface which
he/she can see. Experiment hypothesis is that it is possible to
evaluate the influence of the reward mechanism (visually
represented as a leaderboard table) on the duration of game
playing depending on the different psychological types of
player.</p>
      <p>Users will be divided randomly into two groups: the main
(experiment) group and the control group. The game’s user
interface for the control group has the leaderboard
which
represents player achievement, and shows player position, net
worth (shares + money) and win or lose state in the latest round
of the game. The game’s user interface for the experiment group
has additional three metrics (streak, biggest win, and biggest
loss),</p>
      <p>which represent player progress, and are aimed to
incentivize the internal player reward (see Figure II).
(a)</p>
      <p>(b)
model for formal specification of gamification, and the UAREI
visual modeling language for graphical representation of game
mechanics. The whole UAREI system can be used for full
gamification development process.</p>
      <p>The gamified systems can be described as a tuple:

= {  ,  ,  ,  ,  }
(1)
here: U – users, which are interacting with the system; A –
actions, which trigger system
behavior; R
– rules, which
encapsulate logic in the system; E – data entities; and I –
interfaces which define data format.</p>
      <p>The users are defined as a tuple 
= {   ,   }, here:   – a
set of all outgoing links to other elements in the model; and 
– a selection function which defines how a user is selected from

a collection in a simulation mode.</p>
      <p>Actions are a collection</p>
      <p>= {  1,  2, … ,   , … ,   }, here  
is a single action,  the total number of actions. A single action
is defined as   = {   ,   }, here:   – a set of all outgoing links
to other elements in the model, and 
 – a selection function,
which defines the way an action related data entity is selected
from a collection.
defined as:</p>
      <p>Rules are a collection</p>
      <p>= {  1,  2, … ,   , … ,   }, here   is
a single rule,</p>
      <p>the total number of rules. A single rule is defined
as   = {  ,   ( ,  )}, here:   – a set of all outgoing links to
other elements in the model, and   ( ,  ) is a rule function
  ( ,  ) = {

 −  
−</p>
      <p>(2)
here: C – context of current execution path; M – a system
model; y is a computed result value, and NULL is returned if
rule doesn’t apply.</p>
      <p>Rules are used to control context flow in the system. If a rule
execution evaluates to an empty result the current execution path
is continued. We can define the “else” path by using inversion
“!   ”. No data will be stored in storage and no other rules will
execute if the previous rule failed or returned empty value, but
system flow will continue giving feedback to the user node.
Rules can update the context in anyway needed for the
application.
to other elements in the model.</p>
      <p>Entity collection is a collection of all data entities in the
system</p>
      <p>= { 1,  2, … ,   , … ,   }, here   is a single storage
entity and k is the total number of storage entities. A single entity
is
defined as   = { ,  ,   } , here: 
– entity
scheme
definition,</p>
      <p>– data objects, and   – a set of all outgoing links</p>
      <p>Interface is a collection  = { 1,  2, … ,   , … ,   }, here   is a
single interface and l is the total number of interfaces. A single
interface is defined as   = {  ,  }, here:   –a set of all outgoing
links to other elements in the model, Q – data query, on which
the data for the interface is selected.</p>
      <p>In Table I we present the list of graphical symbols
(graphemes) used in the UAREI model diagrams.</p>
    </sec>
    <sec id="sec-4">
      <title>C. UAREI extension to support player type modelling</title>
      <p>Minority game logic systems represents rational player
decision making process based on game state picking the next
action. To model minority game agents were introduced into
UAREI model as part of user behavior.
(m_networth,
m_bloss).
action was chosen by the user and saves amount which traded,
in case of sustain – 0, else random value from zero to how much
is currently owned by user.
fields: Money, Oil, Networth, Win (did the user win last round),
Streak (how many times in a row did a player win), BWin and
BLoss (biggest win and loss), Round, name, and motivation seed
= {{ 
},  
}, here   s</p>
      <p>is defined by such
m_position,
m_win,
m_streak,
m_bwin,
= {{ w },  
}
here  
sheme is
defined: UserID, Round, Action and Amount.</p>
      <p>= {{ 
,  ℎ
},  
} -  
– computes which
group won sellers or buyers are minority and computes buy to
sell and sell to buy rations.</p>
      <p>= {{ 
,  L
,  
},
has such fields: Round, Sell to buy, Buy to
 ℎ</p>
      <p>}-  ℎ
sell and outcome.
 ℎ
 
a</p>
      <p>= {{ 
– selects all users and sorts by networth.</p>
      <p>= {{ 
},   
},  
} - ,  
}
o
- displays last 5 outcomes from user perspective.</p>
      <p>III. EXPERIMENT</p>
    </sec>
    <sec id="sec-5">
      <title>A. Hypothesis and setup</title>
      <p>Hypothesis for this experiment is that simulated randomized
agent behavior would be different for each psychological player
type. This method allows comparing two gamified systems or
games and evaluating their impact on user motivation by player
types.</p>
      <p>Simulation was done on two groups: experiment and control.
Experiment group sees additional UI elements during game
play. We will assume that users are only effected by elements
which they can see. Simulation with the fallowing models where
run based on such configuration:
  (
) =   −1(
) + ∑   , 

  
− −n −</p>
      <p>(12)


It is stated what there are 3 (
= 3) factors in control group
and 6 (</p>
      <p>= 6) factors in experiment group impacting how the
user behavior will change. Three shared factors are networth,
winning
and
position.</p>
      <p>Additional
factors
introduced
in
experiment group are biggest win, biggest loss and streak.   –
each players factor is a random number between -1 and 1.   ,
can be -1 if the impact of this factor is negative (losing money)
experiment based on experiment group.</p>
      <p>=
∑ 

−− 
 
=
6 −−44
3
= 2
(13)
75
75
0
0
75
75

,  
lizers
-75
-75
-75
0
0
0
   ,</p>
      <p>=

   =
simulation run until all players decide to stop playing.
 0(</p>
      <p>) is a random value between 30 and 60. The</p>
      <p>Simulation is done using agent based simulation. Two
simulations there run separately for control and experiment
groups consisting of 1001 agents in each group. Control group
has three motivational factors and experiment group has 6
motivational factors. Initial
motivation  0
was randomly
chosen. Also,   for each player’s factor was randomly chosen.</p>
    </sec>
    <sec id="sec-6">
      <title>B. Classification</title>
      <p>In this model, there are six elements in gamified version
which effect player behavior. Using logical reasoning for
picking each weight, which will be used evaluating this system
simulation. Three points are picked from -100 to 100 percent
range, which are weight - -75, 0 ,75. The closer you are to 0
represents what a factor has almost no impact on user behavior.
The closer user factor weight is to -75 be more negative outcome
has the factor to user motivation. The closer you are to 75 the
more positive impact has the factor to the user’s behavior. Table
II shows how different factors should impact user motivation for
different player types. Worth noting real experiments results
should be used to justify the classification weights.
motivation factors weights to the closest player category.</p>
      <p>If we have player motivation factor weights as a vector
 
 
( 
 
√∑( 
 
ℎ


= ( 
ℎ,  
),
).
,   ℎ
  − 
ℎ,  
,</p>
      <p>,  
and</p>
      <p>classification
,    ,</p>
      <p>weight  
There
2
) .  
,  
,  
,  
distances from each player type. Players type is the player type
which is closest (min( 
)) to the player type in Table II.</p>
      <p>= {</p>
      <p>,  
} is a set of
C. Simulation results
10
8
6
4
2
0</p>
      <p>2
1,5
0,5
1
0
-0,5
-1</p>
      <p>XP</p>
      <p>Control</p>
      <p>In Figure IV, we see the simulations results. In
experiment, two groups participated – experiment group and
control group. Looking at each group results by player type and
with all of them together (Mixed type). Looking at averages
without classification between player types there is no difference
between control and experiment groups round counts. Looking
at classified player types we see that there are clear differences
for each player type behavior caused by the introduced changes
to experiment group.</p>
      <p>1,50
0,34
0,58</p>
      <p>0,78
Change
-0,58
-0,82
0,02</p>
      <p>A method for simulating games from user motivation
perspective was offered. The method built on top of UAREI
modelling framework by introducing agent motivation. Results
were analyzed based on suggested player type classification. It
was found what motivation of gamified systems or games might
be predictable if each system gamification element would have
a known impact on each player type.</p>
      <p>More research is needed on analyzing different
psychological player types as the result of an experiment
performed here show that it is difficult to clearly assign player
types to real subject, as the qualities of different psychological
types maybe mixed in the same person. Rather than defining
crisp player types, a fuzzy-like approach to player typology is
needed. This method allows us evaluate game patterns effects on
players. These conclusions may spur the development of novel
player classification taxonomies and motivation enhancing
gamification simulation in the future.</p>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          [1]
          <string-name>
            <given-names>S.</given-names>
            <surname>Deterding</surname>
          </string-name>
          ,
          <string-name>
            <given-names>M.</given-names>
            <surname>Sicart</surname>
          </string-name>
          ,
          <string-name>
            <given-names>L.</given-names>
            <surname>Nacke</surname>
          </string-name>
          ,
          <string-name>
            <surname>K. O'Hara</surname>
            ,
            <given-names>D.</given-names>
          </string-name>
          <string-name>
            <surname>Dixon</surname>
          </string-name>
          , “
          <article-title>Gamification. using game-design elements in non-gaming contexts,”</article-title>
          <source>in CHI'11 Extended Abstracts on Human Factors in Computing Systems</source>
          , pp.
          <fpage>2425</fpage>
          -
          <lpage>2428</lpage>
          ,
          <year>2011</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          [2]
          <string-name>
            <given-names>Gartner</given-names>
            <surname>Research</surname>
          </string-name>
          , “
          <source>Gartner Says By</source>
          <year>2015</year>
          ,
          <article-title>More Than 50 Percent of Organizations That Manage Innovation Processes Will Gamify Those Processes,” Gart</article-title>
          . Inc, p.
          <year>2015</year>
          ,
          <year>2012</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref3">
        <mixed-citation>
          [3]
          <string-name>
            <given-names>J.</given-names>
            <surname>Anderson</surname>
          </string-name>
          , L. Rainie, “
          <article-title>The future of Gamification</article-title>
          . Pew Research Center,” Washington, DC Retrieved from http//www. pewinternet. org/
          <year>2012</year>
          /05/18/the-future-of-gamification,
          <year>2012</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref4">
        <mixed-citation>
          [4]
          <string-name>
            <given-names>K.</given-names>
            <surname>Werbach</surname>
          </string-name>
          ,
          <string-name>
            <surname>D.</surname>
          </string-name>
          <article-title>Hunter, For the win: How game thinking can revolutionize your business</article-title>
          .
          <source>Wharton</source>
          Digital Press,
          <year>2012</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref5">
        <mixed-citation>
          [5]
          <string-name>
            <given-names>R.</given-names>
            <surname>Damaševičius</surname>
          </string-name>
          ,
          <string-name>
            <given-names>D.</given-names>
            <surname>Ašeriškis</surname>
          </string-name>
          , “
          <article-title>Visual and Computational Modelling of Minority Games,” TEM J.</article-title>
          , vol.
          <volume>6</volume>
          (
          <issue>1</issue>
          ), pp.
          <fpage>108</fpage>
          -
          <lpage>116</lpage>
          ,
          <year>2017</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref6">
        <mixed-citation>
          [6]
          <string-name>
            <given-names>R.</given-names>
            <surname>Hunicke</surname>
          </string-name>
          , M. LeBlanc, R. Zubek, “
          <article-title>MDA: A formal approach to game design and game research</article-title>
          ,”
          <source>in Proceedings of the AAAI Workshop on Challenges in Game AI</source>
          , vol.
          <volume>4</volume>
          , p.
          <fpage>1</fpage>
          .,
          <year>2004</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref7">
        <mixed-citation>
          [7]
          <string-name>
            <given-names>B.</given-names>
            <surname>Brathwaite</surname>
          </string-name>
          , I. Schreiber, “
          <article-title>Challenges for Game Designers</article-title>
          , Charles River Media,” Inc., Rockland, MA,
          <year>2008</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref8">
        <mixed-citation>
          [8]
          <string-name>
            <given-names>E.</given-names>
            <surname>Adams</surname>
          </string-name>
          ,
          <string-name>
            <given-names>J.</given-names>
            <surname>Dormans</surname>
          </string-name>
          ,
          <article-title>Game mechanics: advanced game design</article-title>
          .
          <source>New Riders</source>
          ,
          <year>2012</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref9">
        <mixed-citation>
          [9]
          <string-name>
            <given-names>B. K.</given-names>
            <surname>Neeli</surname>
          </string-name>
          , “
          <article-title>A method to engage employees using gamification in BPO industry,” in Services in Emerging Markets (ICSEM</article-title>
          ),
          <source>2012 Third International Conference On</source>
          , pp.
          <fpage>142</fpage>
          -
          <lpage>146</lpage>
          ,
          <year>2012</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref10">
        <mixed-citation>
          [10]
          <string-name>
            <given-names>S.</given-names>
            <surname>Deterding</surname>
          </string-name>
          ,
          <string-name>
            <given-names>D.</given-names>
            <surname>Dixon</surname>
          </string-name>
          ,
          <string-name>
            <given-names>R.</given-names>
            <surname>Khaled</surname>
          </string-name>
          , L. Nacke, “
          <article-title>From game design elements to gamefulness: defining gamification</article-title>
          ,”
          <source>in Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments</source>
          , pp.
          <fpage>9</fpage>
          -
          <lpage>15</lpage>
          ,
          <year>2011</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref11">
        <mixed-citation>
          [11]
          <string-name>
            <given-names>V.</given-names>
            <surname>Rao</surname>
          </string-name>
          , P. Pandas, “
          <article-title>Heuristic Evaluation of Persuasive Game Systems in a Behavior Change Support Systems Perspective: Elements for Discussion,”</article-title>
          <source>in Proceedings of the Second International Workshop on Behavior Change Support Systems (BCSS2014)</source>
          , Padova, Italy,
          <year>2014</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref12">
        <mixed-citation>
          [12]
          <string-name>
            <given-names>J.</given-names>
            <surname>Tenzer</surname>
          </string-name>
          , “
          <article-title>Improving UML design tools by formal games</article-title>
          ,” in Software Engineering,
          <year>2004</year>
          .
          <article-title>ICSE 2004</article-title>
          .
          <article-title>Proceedings</article-title>
          . 26th International Conference on, pp.
          <fpage>75</fpage>
          -
          <lpage>77</lpage>
          ,
          <year>2004</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref13">
        <mixed-citation>
          [13]
          <string-name>
            <given-names>D.</given-names>
            <surname>Hetherinton</surname>
          </string-name>
          , “
          <article-title>SysML requirements for training game design,” in 17th</article-title>
          <source>International IEEE Conference on Intelligent Transportation Systems (ITSC)</source>
          , pp.
          <fpage>162</fpage>
          -
          <lpage>167</lpage>
          ,
          <year>2014</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref14">
        <mixed-citation>
          [14]
          <string-name>
            <given-names>P.</given-names>
            <surname>Herzig</surname>
          </string-name>
          ,
          <string-name>
            <given-names>K.</given-names>
            <surname>Jugel</surname>
          </string-name>
          ,
          <string-name>
            <given-names>C.</given-names>
            <surname>Momm</surname>
          </string-name>
          ,
          <string-name>
            <given-names>M.</given-names>
            <surname>Ameling</surname>
          </string-name>
          ,
          <string-name>
            <surname>A</surname>
          </string-name>
          . Schill, “
          <article-title>GaML-A modeling language for gamification,”</article-title>
          <source>in Proceedings of the 2013 IEEE/ACM 6th International Conference on Utility and Cloud Computing</source>
          , pp.
          <fpage>494</fpage>
          -
          <lpage>499</lpage>
          ,
          <year>2013</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref15">
        <mixed-citation>
          [15]
          <string-name>
            <given-names>O.</given-names>
            <surname>Janssens</surname>
          </string-name>
          ,
          <string-name>
            <given-names>K.</given-names>
            <surname>Samyny</surname>
          </string-name>
          , R. Van de Walle, S. Van Hoecke, “
          <article-title>Educational virtual game scenario generation for serious games,” in Serious Games and Applications for Health (SeGAH</article-title>
          ),
          <year>2014</year>
          IEEE 3rd International Conference on, pp.
          <fpage>1</fpage>
          -
          <lpage>8</lpage>
          ,
          <year>2014</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref16">
        <mixed-citation>
          [16]
          <string-name>
            <given-names>T.</given-names>
            <surname>Nummenmaa</surname>
          </string-name>
          , E. Berki, T. Mikkonen, “
          <article-title>Exploring games as formal models,” in Formal Methods (SEEFM</article-title>
          ),
          <source>2009 Fourth South-East European Workshop on</source>
          , pp.
          <fpage>60</fpage>
          -
          <lpage>65</lpage>
          ,
          <year>2009</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref17">
        <mixed-citation>
          [17]
          <string-name>
            <given-names>J. T.</given-names>
            <surname>Kim</surname>
          </string-name>
          ,
          <string-name>
            <given-names>W.-H.</given-names>
            <surname>Lee</surname>
          </string-name>
          , “
          <article-title>Dynamical model for gamification: Optimization of four primary factors of learning games for educational effectiveness,” in Computer Applications for Graphics, Grid Computing</article-title>
          , and Industrial Environment, Springer, pp.
          <fpage>24</fpage>
          -
          <lpage>32</lpage>
          ,
          <year>2012</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref18">
        <mixed-citation>
          [18]
          <string-name>
            <given-names>S. K.</given-names>
            <surname>Bista</surname>
          </string-name>
          ,
          <string-name>
            <given-names>S.</given-names>
            <surname>Nepal</surname>
          </string-name>
          ,
          <string-name>
            <given-names>N.</given-names>
            <surname>Colineau</surname>
          </string-name>
          , C. Paris, “
          <article-title>Using gamification in an online community,” in Collaborative Computing: Networking, Applications and Worksharing (CollaborateCom</article-title>
          ),
          <year>2012</year>
          8th International Conference on, pp.
          <fpage>611</fpage>
          -
          <lpage>618</lpage>
          ,
          <year>2012</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref19">
        <mixed-citation>
          [19]
          <string-name>
            <given-names>K. T.</given-names>
            <surname>Chan</surname>
          </string-name>
          ,
          <string-name>
            <surname>I. King</surname>
          </string-name>
          , M.-C. Yuen, “
          <article-title>Mathematical modeling of social games,” in Computational Science</article-title>
          and Engineering,
          <year>2009</year>
          . CSE'09. International Conference on, vol.
          <volume>4</volume>
          , pp.
          <fpage>1205</fpage>
          -
          <lpage>1210</lpage>
          ,
          <year>2009</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref20">
        <mixed-citation>
          [20]
          <string-name>
            <surname>G. W. de Oliveira</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          <string-name>
            <surname>Julia</surname>
            ,
            <given-names>L. M. S.</given-names>
          </string-name>
          <string-name>
            <surname>Passos</surname>
          </string-name>
          , “
          <article-title>Game modeling using workflow nets,” in Systems</article-title>
          , Man, and
          <string-name>
            <surname>Cybernetics</surname>
          </string-name>
          (SMC),
          <year>2011</year>
          IEEE International Conference on, pp.
          <fpage>838</fpage>
          -
          <lpage>843</lpage>
          ,
          <year>2011</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref21">
        <mixed-citation>
          [21]
          <string-name>
            <given-names>M.</given-names>
            <surname>Agustin</surname>
          </string-name>
          ,
          <string-name>
            <given-names>G.</given-names>
            <surname>Chuang</surname>
          </string-name>
          ,
          <string-name>
            <given-names>A.</given-names>
            <surname>Delgado</surname>
          </string-name>
          ,
          <string-name>
            <given-names>A.</given-names>
            <surname>Ortega</surname>
          </string-name>
          ,
          <string-name>
            <given-names>J.</given-names>
            <surname>Seaver</surname>
          </string-name>
          ,
          <string-name>
            <given-names>J. W.</given-names>
            <surname>Buchanan</surname>
          </string-name>
          , “Game sketching,”
          <source>in Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts</source>
          , pp.
          <fpage>36</fpage>
          -
          <lpage>43</lpage>
          ,
          <year>2007</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref22">
        <mixed-citation>
          [22]
          <string-name>
            <surname>A. M. Smith</surname>
            ,
            <given-names>M. J.</given-names>
          </string-name>
          <string-name>
            <surname>Nelson</surname>
          </string-name>
          , M. Mateas, “
          <article-title>Ludocore: A logical game engine for modeling videogames</article-title>
          ,”
          <source>in Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games</source>
          , pp.
          <fpage>91</fpage>
          -
          <lpage>98</lpage>
          ,
          <year>2010</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref23">
        <mixed-citation>
          [23]
          <string-name>
            <given-names>J.</given-names>
            <surname>Dormans</surname>
          </string-name>
          , “Machinations:
          <article-title>Elemental feedback structures for game design</article-title>
          ,”
          <source>in Proceedings of the GAMEON-NA Conference</source>
          , pp.
          <fpage>33</fpage>
          -
          <lpage>40</lpage>
          ,
          <year>2009</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref24">
        <mixed-citation>
          [24]
          <string-name>
            <given-names>R.</given-names>
            <surname>Van Rozen</surname>
          </string-name>
          ,
          <string-name>
            <given-names>J.</given-names>
            <surname>Dormans</surname>
          </string-name>
          , “
          <article-title>Adapting game mechanics with micromachinations</article-title>
          ,
          <source>” in Foundations of Digital Games</source>
          ,
          <year>2014</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref25">
        <mixed-citation>
          [25]
          <string-name>
            <given-names>S.</given-names>
            <surname>Kelle</surname>
          </string-name>
          ,
          <string-name>
            <given-names>R.</given-names>
            <surname>Klemke</surname>
          </string-name>
          , M. Specht, “
          <article-title>Design patterns for learning games,”</article-title>
          <string-name>
            <given-names>Int. J.</given-names>
            <surname>Technol</surname>
          </string-name>
          . Enhanc. Learn., vol.
          <volume>3</volume>
          (
          <issue>6</issue>
          ), pp.
          <fpage>555</fpage>
          -
          <lpage>569</lpage>
          ,
          <year>2011</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref26">
        <mixed-citation>
          [26]
          <string-name>
            <given-names>M.</given-names>
            <surname>Csikszentmihalyi</surname>
          </string-name>
          ,
          <string-name>
            <given-names>D. K.</given-names>
            <surname>Bose</surname>
          </string-name>
          , “
          <source>Flow: The Psychology of Optimal Experience.” Harper Perennial</source>
          ,
          <year>2008</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref27">
        <mixed-citation>
          [27]
          <string-name>
            <given-names>G.</given-names>
            <surname>Chanel</surname>
          </string-name>
          ,
          <string-name>
            <given-names>C.</given-names>
            <surname>Rebetez</surname>
          </string-name>
          ,
          <string-name>
            <given-names>M.</given-names>
            <surname>Bétrancourt</surname>
          </string-name>
          , T. Pun, “
          <article-title>Boredom, engagement and anxiety as indicators for adaptation to difficulty in games,” in Proceedings of the 12th international conference on Entertainment and media in the ubiquitous era</article-title>
          , pp.
          <fpage>13</fpage>
          -
          <lpage>17</lpage>
          ,
          <year>2008</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref28">
        <mixed-citation>
          [28]
          <string-name>
            <surname>R. M. Martey</surname>
          </string-name>
          et al., “
          <article-title>Measuring game engagement multiple methods and construct complexity,” Simul</article-title>
          . Gaming, p.
          <fpage>1046878114553575</fpage>
          ,
          <year>2014</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref29">
        <mixed-citation>
          [29]
          <string-name>
            <given-names>A.</given-names>
            <surname>Nylund</surname>
          </string-name>
          ,
          <string-name>
            <given-names>O.</given-names>
            <surname>Landfors</surname>
          </string-name>
          , “
          <article-title>Frustration and its effect on immersion in games: A developer viewpoint on the good and bad aspects of frustration</article-title>
          ,”
          <year>2015</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref30">
        <mixed-citation>
          [30]
          <string-name>
            <surname>A. M. L. E. N. L. Diamond</surname>
            <given-names>G. F.</given-names>
          </string-name>
          <string-name>
            <surname>Tondello</surname>
            and
            <given-names>M.</given-names>
          </string-name>
          <string-name>
            <surname>Tscheligi</surname>
          </string-name>
          , “
          <article-title>The HEXAD Gamification User Types Questionnaire : Background</article-title>
          and
          <string-name>
            <given-names>Development</given-names>
            <surname>Process</surname>
          </string-name>
          ,” in Workshop on Personalization in
          <source>Serious and Persuasive Games and Gamified Interactions</source>
          ,
          <year>2015</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref31">
        <mixed-citation>
          [31]
          <string-name>
            <given-names>G. F.</given-names>
            <surname>Tondello</surname>
          </string-name>
          ,
          <string-name>
            <given-names>R. R.</given-names>
            <surname>Wehbe</surname>
          </string-name>
          ,
          <string-name>
            <given-names>L.</given-names>
            <surname>Diamond</surname>
          </string-name>
          ,
          <string-name>
            <given-names>M.</given-names>
            <surname>Busch</surname>
          </string-name>
          ,
          <string-name>
            <given-names>A.</given-names>
            <surname>Marczewski</surname>
          </string-name>
          ,
          <string-name>
            <given-names>L. E.</given-names>
            <surname>Nacke</surname>
          </string-name>
          , “
          <article-title>The Gamification User Types Hexad Scale,”</article-title>
          <source>in Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play</source>
          , pp.
          <fpage>229</fpage>
          -
          <lpage>243</lpage>
          ,
          <year>2016</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref32">
        <mixed-citation>
          [32]
          <string-name>
            <given-names>W. B.</given-names>
            <surname>Arthur</surname>
          </string-name>
          , “
          <article-title>Inductive reasoning and bounded rationality</article-title>
          ,
          <source>” Am. Econ. Rev.</source>
          , vol.
          <volume>84</volume>
          (
          <issue>2</issue>
          ), pp.
          <fpage>406</fpage>
          -
          <lpage>411</lpage>
          ,
          <year>1994</year>
          .
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>