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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>A Primer on Data-Driven Gami cation Design</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Sahin Albayrak</string-name>
          <email>sahin@dai-labor.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Copyright c by the paper's authors. Copying permitted for private and academic purposes. In: M. Meder, A. Rapp, T. Plumbaum, and F. Hopfgartner (eds.): Proceedings of the Data-Driven Gami cation Design Workshop</institution>
          ,
          <addr-line>Tampere, Finland, 20-September-2017, published at</addr-line>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Michael Meder Technische Universitat Berlin Berlin</institution>
          ,
          <country country="DE">Germany</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Technische Universitat Berlin Berlin</institution>
          ,
          <country country="DE">Germany</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>Till Plumbaum Technische Universitat Berlin Berlin</institution>
          ,
          <country country="DE">Germany</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2016</year>
      </pub-date>
      <abstract>
        <p>Gami cation gradually gains more attention. However, gami cation and its successful application is still unclear. There is a lack of insights and theory on the relationships between game design elements, motivation, domain context and user behavior. We want to discover the potentials of data-driven optimization of gami cation design, e.g. by the application of machine learning techniques on user interaction data. Therefore, we propose data-driven gami cation design (DDGD) and conducted a questionnaire with 17 gami cation experts. Our results show that respondents regard DDGD as a promising method to improve gami cation design and lead to a general de nition for DDGD.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>Gami cation has been a hot topic for some time now
and gained attention of academics and practitioners
alike. Previous work has focused mainly on
models from psychology, user tests and personal
experiences [Yee16, Yee07, HT14a, KH14, Dix11]. In a more
and more data-driven world, new possibilities emerge
to replace previously manually created models with
machine-made ones. Recent research indicates that
instead of using only prede ning player types to select
or assign game design elements a data-driven gami
cation design approach (DDGD) [HT14b, HHS14, Det15,
JXKV16, SBSH16, OND17], which would allow us to
learn the assignments on collected real user
behavioral data, could improve gami cation design. One
advantage would be that the selection and
implementation of game design elements or motivational a
ordances could be adapted in real-time. Finally, based
on live interactions and goals, a data-driven gami
cation system would automatically select the best
gamication design approach. In this paper, we rst
introduce the data-driven gami cation design (DDGD)
approach. We then present a cunducuted questionnaire
which asked leading experts in the eld of Gami
cation about their opinion on DDGD, what impact they
expect DDGD to have and what obstacles they see
to successfully implement DDGD. As a result of the
questionnaire we propose a general de nition for
datadriven gami cation design. The main contributions of
this paper are:</p>
      <p>A questionnaire collecting opinions from gami
cation experts on DDGD.</p>
      <p>The rst comprehensive de nition of DDGD as a
new emerging topic within the eld of Gami
cation.</p>
      <p>The paper is structured as follows. In Section 2, we
summarize the currently existing literature on DDGD.
We then outline the questionnaire and highlight the
process of collecting answers in Section 3. In Section 4
we analyze and discuss the results of the questionnaire
and deduce a de nition for DDGD. In Section 5 we
summarize our ndings and give recommendations for
future work.</p>
      <p>To our knowledge, this paper is the rst work
introducing DDGD as a new research eld. The
presented outcomes lay the foundation for a future
successful adaption of DDGD.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Data Driven Gami cation Design</title>
      <p>Several studies on user or user type speci c
gami cation design [HT14b, HHS14, Det15, JXKV16,
SBSH16, OND17] encourage experiments with
empirical data encapsulating user interactions. The main
reasons for this are lacking detailed knowledge about
the complexity and interdependencies of user types,
motivation types, game design elements, user
interface elements and actual goals of gami cation.
Exactly this knowledge is necessary to arrive at reliable
and well-founded statements about successful gami
cation design. The question \Does gami cation work?
[...]" [HKS14] and how to make it work has remained
unclear. One method to approach this is to consider
well-known player typologies [HT14b] but this
approach is challenging for questionnaires and interviews.
The 3rd International Workshop on Gami cation for
Information Retrieval (GamifIR 2016) [MHKK16]
assisted by Sebastian Deterding's keynote speech
\Desperately Seeking Theory: Gami cation, Theory, and
the Promise of a Data/AI-Driven New Science of
Design"1 [Det16] has concluded that we should take the
opportunities which AI and data-driven techniques
provide in order to gain deeper insights on successful
gami cation design.</p>
      <p>As a result, more and more researchers have
proposed data-driven approaches to gami cation design.
In 2013, Paharia [Pah13] suggested to use big data
and gami cation for customer and employee gami
cation. In 2014, Meder and Jain [MJ14] de ned the
gami cation design problem and considered it as a \[...]
special case of a recommendation problem for which
matrix factorization constitutes a state-of-the-art
solution". In 2016, Meder et al. [MPA16] suggested a two
phase procedure of gami cation experiments to collect
user interaction data largely avoiding negative in
uences such as bad usability and bugs. They further
planned to apply machine learning methods to detect
and learn typical interaction patterns. In 2017,
Tondello et al. [TON17] likewise to Meder and Jain [MJ14]
also suggested recommender systems as a solution for
more personalized gami cation. For all those studies
an empirical evaluation of user speci c gami cation
design is missing.</p>
      <p>Heilbrunn et al. [HHS14, HHS17] \[...] de ne
gamication analytics as the data-driven processes of
moni1slideshare.net: https://goo.gl/YZg65N
toring and adapting gami cation designs." They
evaluated seven analytics tools towards their ability to
support those gami cation analytics. Their ndings show
that no analytics tool exists which ful lls their
gamication analytics requirements.
3</p>
    </sec>
    <sec id="sec-3">
      <title>Questionnaire</title>
      <p>For further insight and to learn how the research
community thinks about data-driven gami cation design,
we conducted a questionnaire with gami cation
experts. As target respondents we picked authors of
recently published research papers on gami cation plus
well known gami cation experts. The survey was sent
via e-mail to the selected gami cation experts (N=65),
which contained a link to a website where, after a
brief introduction, all questions were displayed at once.
Since we assumed that the concept of Data-Driven
Gami cation Design (DDGD) is rather unknown and
not well-de ned so far, we explained our
understanding of DDGD in the introduction of the questionnaire
as follows:
\Gami cation is a hot topic for some time
now and gained attention of academics and
practitioners. The work carried out so far
relies primarily on models from psychology,
user tests and personal experiences. We
argue that rather relying only on psychology
theories of motivation, machine learning
approaches for a data-driven gami cation
design approach should be used. Instead of
prede ning player types and matching
gamication elements, DDGD allows to learn this
based on collected user behavioral data. The
selection and implementation of game design
elements or motivational a ordances can also
be adapted in real-time. Based on live
interactions and goals, a data-driven gami cation
system can select the best approach
automatically."
The questionnaire contained a mandatory part along
with an optional part. The mandatory part contained
eight statements regarding which respondents had to
specify their level of agreement or disagreement on
a ve-level Likert item from \Strongly disagree" to
\Strongly agree." The statements were as follows:</p>
      <sec id="sec-3-1">
        <title>1. DDGD is a known concept for me.</title>
        <p>2. DDGD will allow for better gami cation design.
3. DDGD will allow replacement of the current
gami cation approaches.
4. DDGD will allow for successful real-time adaption
of applied game design elements.
(S1)DDGDisaknownconceptforme.
(S2)DDGDwillallowforbetter
gamificationdesign.
(S3)DDGDwillallowreplacementof
thecurrentgamificationapproaches.
(S4)DDGDwillallowforsuccessful
real-timeadaptionofappliedgame
designelements.
(S5)DDGDrendersplayertypemodels
redundantbylearningplayertypes
throughbehavioraldata.
(S6)ThereisplentyofdataforDDGD
available.
(S7)Traditionalgamificationdesign
techniquesandtoolsaresufficientfor
successfulapplicationofgamification.
(S8)Traditionalgamificationandhow
toapplyitsuccessfully,isstillunclear.
5. DDGD renders player type models redundant by
learning player types through behavioral data.
6. There is plenty of data for DDGD available.
7. Traditional gami cation design techniques and
tools are su cient for successful application of
gami cation.
8. Traditional gami cation and how to apply it
successfully, is still unclear.</p>
        <p>In the optional second part, we asked for further
information on how the respondents apply or plan to apply
gami cation, if they know any corresponding datasets
or if they have other comments or suggestions.
9. Techniques or tools I use, plan to use or
promising, for the application of gami cation:
nd</p>
      </sec>
      <sec id="sec-3-2">
        <title>Player and Motivation Models</title>
        <p>Game or Gami cation Design Frameworks
(like MDA, Gami cation Model Canvas,
Octalysis, Six Steps To Gami cation, etc.)
Web/App Analytics
User Behavior Statistics
Key Performance Indicators
Recommender Systems
Machine Learning
Arti cial Intelligence
Other (please specify)
10. Do you know one or more gami cation (user
interaction) datasets? Please provide an URL if
possible.
11. What kind of data in your opinion would be useful
for gami cation design?
12. Do you have any suggestions for data-driven
gami cation design approaches?
13. Comments and other suggestions:
14. Your Name
15. Agreement for publication.</p>
        <p>I hereby agree that my answers can be used
for publication.
4</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Results and Discussion</title>
      <p>In the following, we will show how respondents
answered the questionnaire. From a total of 65
invitations, to academic authors of recently published
gami cation papers, we have received 17 replies. Ten of
them provided their full name. The responses of the
participants on the mandatory part of the
questionnaire are depicted in Figure 1. The ratings for the
rst statement (S1) show that slightly more than half
(52:94%) of the respondents has an idea about
datadriven gami cation design (DDGD) whereas the other
half seems to be uncertain. At the same time our
respondents are quite optimistic about the bene ts of</p>
      <p>DDGD as merely one respondent disagrees on S2.
Furthermore, respondents are rather optimistic regarding
the opportunities (S2, S4, S5) of DDGD. Whereby
the real-time adaption (S4) seems to be more viable
to the respondents than rendering player types
models redundant (S5). Thus we think, respondents are
somehow skeptical about the possibility to compute
something similar or even better than recent player
type models from e.g. user interaction data. But the
comments show that there is much hope that it will
work (see below). While they are optimistic about
the chances of DDGD, respondents disagree on a
possible replacement of current gami cation approaches
by DDGD (S3). Simultaneously, respondents do not
think that traditional tools and techniques are su
cient (S7) which is therefore consistent with the
general optimism or even hope on DDGD (S2). In
contrast, and thus a bit contradictory, the strongest
agreement (64:7%)has been given to the last statement
which claims that it is still unclear how to apply
gami cation. The prospect of low availability of data (S7)
may be one reason for this. This could have dampened
the optimism for DDGD as a replacement of current
gami cation approaches.</p>
      <p>For the second and optional part of the
questionnaire we have received 13 responses on the our
questions on techniques (Q9). As depicted in Figure 2 the
most common techniques for gami cation design seems
to be player and motivation types and statistics on user
behavior closely followed by game or gami cation
design frameworks and machine learning. Unfortunately,
as expected, no participant could provide a link to a
dataset (Q10). Seven respondents submitted
suggestion on the kind of data we need for DDGD (Q11).
Almost all suggest user behavior data or data of
interactions with \gami cation features." Also data on time
spent (especially \time well-spent"), goals, user
intentions and performances, all situational data as well as
the surroundings and the context of the applied
gamication have been mentioned. Further suggestions on
DDGD (Q12) are like \Collect as much data as you
can [...]" and that the users' interests need a strong
focus. One respondent argued that \[...] it's
important to agree on a success indicator that we can take
as guidance and investigate how di erent data and
behaviors relate to it. Without this e ective DDGD will
be much more di cult." In Q13 general comments on
DDGD were given. Instead of the replacement of
traditional gami cation design could \[...] one approach
can complement the weaknesses of the others." They
further state that \[...] we might need a blend of a
priori theoretical knowledge [...]" and with \[...] enough
data [...]" we might be able \[...] to quickly
categorize a new player [...]." Another respondent believes
that psychology models are bene cial for gami cation
design but it is hard to successfully integrate them.
The respondent is also against player type models and
hopes that DDGD will be an alternative: \So while
I don't think DDGD will make Player Type models
redundant | I hope it will."
De ning Data-Driven Gami cation Design
Taking into account previous works and the results
of our questionnaire, we propose the following general
de nition:
Data-Driven Gami cation Design (DDGD) is the
automation of the gami cation design process using data
mining approaches to apply game design elements
tailored to each individual that maximizes their expected
contribution to achieve well-de ned objectives.
5</p>
    </sec>
    <sec id="sec-5">
      <title>Conclusion</title>
      <p>In this paper, we have studied the opportunities of
data-driven gami cation design. Therefore, we have
examined related work and conducted a
questionnaire with 17 gami cation experts to collect their
expectations and suggestion for DDGD. Our ndings
show that, although they are slightly skeptical towards
DDGD (S3, S5, S6), there is a strong demand for
further solutions because it is still unclear how to apply
gami cation successfully (S8). Beyond that, the
respondents were very optimistic that DDGD allows
better gami cation design (S2) but their optimism seems
to be dampened by worries on available data. In the
second part of the questionnaire, we collected
suggestions and comments from which we derive the
following recommendations for future work. We need user
behavior data or data of interactions with game
design elements collected in real world studies whereby
additional data like goals, user interests, time spent
and general context of the applied gami cation
design should be considered. It would be even better if
those data would be publicly available. Furthermore,
researcher should nd an agreement on a \success
indicator" to make ndings comparable and improvements
measurable. Altogether, we deduced the following
definition: Data-Driven Gami cation Design (DDGD) is
the automation of the gami cation design process
using data mining approaches to apply game design
elements tailored to each individual that maximizes their
expected contribution to achieve well-de ned
objectives.
[Det15]</p>
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        <title>Sebastian Deterding. The lens of intrin</title>
        <p>sic skill atoms: A method for gameful
design. Human-Computer Interaction,
30(34):294{335, 2015.</p>
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        <p>theory: Gami cation, design, data,
machine learning, and the promise of
double loop learning systems. In
GamifIR 2016 workshop co-located with SIGIR
2016, page 1, 2016.</p>
      </sec>
      <sec id="sec-5-3">
        <title>Dan Dixon. Player types and gami ca</title>
        <p>tion. In In Workshop on Gami cation at
CHI2011, pages 12{15, 2011.</p>
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        <title>Benjamin Heilbrunn, Philipp Herzig, and Alexander Schill. Tools for gami cation analytics: A survey. In Proceedings - 2014</title>
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on Utility and Cloud Computing, UCC
2014, pages 603{608, 2014.</p>
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literature review of empirical studies on
gamication. System Sciences (HICSS), 2014
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GeertJan Houben. Work and play: An
experiment in enterprise gami cation. In
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[Yee07]
[Yee16]</p>
      </sec>
    </sec>
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