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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Personalized Gamification: A Model for Play Data Profiling</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Dorina Rajanen</string-name>
          <email>dorina.rajanen@oulu.fi</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>In: M. Meder, A. Rapp, T. Plumbaum, and F. Hopfgartner (eds.):</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Mikko Rajanen</string-name>
          <email>mikko.rajanen@oulu.fi</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Interact Research Unit, University of Oulu</institution>
          ,
          <country country="FI">Finland</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Proceedings of the Data-Driven Gamification Design Workshop</institution>
          ,
          <addr-line>Tampere, Finland, 20-September-2017, published at http://ceur-ws.org</addr-line>
        </aff>
      </contrib-group>
      <abstract>
        <p>This paper proposes model for introducing personalized game-design elements in a gamification system. The model is based on user-centred design, human values theory, and gamification design framework. The proposed model promotes the idea of a baseline game component that is meant to acquire online, real-time data about the cognitive and emotional state of the individual, and based on the collected data to adjust the gamified system to the state of the user. This framework, which we name Play Data Profiling (PDP), describes a model of collecting and processing data before, during and after the actual use of the gamified application in order to optimize the subsequent user experience and outcome. Implications and future work are discussed.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>Gamification is defined as the use of game elements in
non-gaming systems to improve user experience and
user engagement [7]. The first design ideas of using fun
and game for computer-aided learning belonged to
Malone in 1980s (see [16,17]). The design of
gamification involves introducing game-design
elements into the software development of the target
system. Because of its potential benefits, gamification
has attracted attention to both researchers and
developers and has been explored in many use contexts
such as education and use of libraries, usability testing,
personal health informatics, risk management, and
enterprise information systems (see e.g., [1,3,
6,18,19,27]). However, the design of a successful
gamified-system is still challenging. In particular, two
challenges exist: 1) to design a gamified system that
motivates people to use the system, and 2) to design a
Copyright © by the paper’s authors. Copying permitted for private and
academic purposes.
gamified system whose usage produces the expected
outcomes. Motivation and fulfilling goals are in strong
relationships with individual differences. It was shown
already in the 70s that personality traits of the users
should be considered when designing information
systems [2]. Since then, the design informed by
personality and human values has been proposed by
many scholars (see e.g., [21,22]). Moreover, it has been
shown that personality traits affect the interaction with
and the response to different technological systems as
well as the adoption of technology (see e.g.,
[9,12,23,24]).</p>
      <p>In this paper, we propose a model for introducing
personalized game-design elements in a gamification
system. The novelty of this model is that it promotes
the idea of a baseline game component that is meant to
acquire online, real-time data about the cognitive and
emotional state of the individual, and based on the
collected data to adjust the game (gamified application)
to the state of the user. The role of the baseline game
component is to assess the personality and the current
state of the user. This information will be processed
and classified into predefined player (user) profiles,
which will determine the type of game interface and
mechanics to be loaded in the current game session1.
This type of game component would ensure an optimal
user experience and outcome. The proposed framework
draws upon established design theories and framework
such as the user-center design [11] and gamification
design framework [31], as well as on the human values
theory [30] and research on personality and moods,
emotions and affective states.
1 In our model, gamified system and game are used
interchangeably, as well as users and players. In the model,
we refer to the gamified application or system by the more
generic term “game” as we adopt the conceptualization that
a gamified system is built with the assumption that the
system will be perceived by users in the same way a game
is perceived by players by invoking similar psychological
experiences as in gameplay (see [10]). Thus, in our
conceptualization, a gamified application or system has the
characteristics of a game, but it is used in a non-game
context such as work or education to stimulate user
engagement. Therefore, we also refer to users as players.</p>
      <p>The paper is structured as follows. Section 2
describes the theoretical background and related work.
Section 3 describes the proposed framework. Section 4
discusses the implications and future work.</p>
    </sec>
    <sec id="sec-2">
      <title>2 Theoretical Background</title>
      <sec id="sec-2-1">
        <title>2.1 User-centred and gamification design</title>
        <p>
          User-centred design (UCD) is an approach used
throughout the entire system development cycle to
ensure the developed system fulfils the usability
requirements [11]. This means that the developed
system matches the user profile, goals, and needs
          <xref ref-type="bibr" rid="ref11">(see
e.g., ISO 9241-210 [11])</xref>
          . The UCD process is iterative
and incremental; different designed solutions are
created and tested [26] by employing usability
knowledge and methods. The design activities specified
in ISO 9241-210 are: 1) understand and specify
organizational requirements; 2) understand and specify
context of use; 3) produce design solutions; 4) evaluate
design against requirements.
        </p>
        <p>Usability is very important for the game to be well
received and successful [8] in terms of satisfaction,
efficiency, and effectiveness [5]. In addition, user
experience (UX) is a dimension of user satisfaction that
should be taken into account when designing and
evaluating games. User experience is defined as being
the sum of an individual’s “perceptions and responses
that result from the use or anticipated use of a product,
system, or service” [11]. UX is thus associated with the
internal state of the user when interacting with a
product in different stages of use (before, during, and
after) and it is believed to affect the overall satisfaction
with the product (see e.g., [5]).</p>
        <p>UCD approach is applied successfully in various
contexts of use of information systems; however, in the
game development, the application of UCD is more
challenging because the entertaining nature of the
games makes more difficult and complex to design and
assess the fun of the game and the user engagement.</p>
        <p>In the gamification context, there are several
gamification frameworks proposed in the literature that
address the user dimensions and propose design
recommendations to ensure the fun in the game (e.g.,
[7,31]). Deterding et al. [7] identify as the most
effective game design elements that elicit user
engagement the so-called points, badges, and
leaderboards; these elements appear in most of the
games and can be associated with intrinsic and extrinsic
motivation (see [13]). Werbach and Hunter [31]
approach the user by guiding the development to define
the business goal, target behaviors, and players’
characteristics and types. Nevertheless, in the
gamification domain, the gamified solution has to be
both engaging and fit to the organizational purpose;
therefore an integration of UCD and a gamification
framework would ensure that usability and UX
requirements are fulfilled by using a range of methods
and techniques centered around usability and UX at
each step in the gamification process (see [25]).</p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2 Personality, values and emotions</title>
        <p>Both the UCD and the gamification design models
stress the importance of understanding and defining the
user characteristics. In addition, the UCD provides the
methodology to ensure that these characteristics are
well understood and taken into account in the design,
thus, complementing the gamification design
framework by providing actionable guidelines to ensure
satisfactory usability and UX. One of the guidelines
refers to defining all relevant dimensions of players in
the context of use and describing the players in terms of
personas (i.e., user representatives) (see [4]).
Personality, psychology, and behavioral phenomena
should be addressed when profiling the players [7] and
these profiles should be taken into account in the
design.</p>
        <p>However, studies focusing on individual differences
define the individual characteristics in several ways, for
example, by demographics (e.g., age, gender,
education), personality type (e.g., the Big Five
personality types [9,12]), behavioral-disposition traits
(approach and withdrawal motivation [23,24]), human
values [29]. Of particular interest is the human values
theory by Schwartz [30] which posits that “(1) values
are concepts or beliefs, (2) pertain to desirable end
states or behaviors, (3) transcend specific situations, (4)
guide selection or evaluation of behavior and events,
and (5) are ordered by relative importance.” The human
values can be therefore seen as individual
characteristics that guide and motivate people in their
life, and examples of such value types are
selfdirection, hedonism, and achievement. This theory has
been also used in system design to cluster users by
motivational values (see e.g., [29]). Moreover, recent
research shows that mood, cognitive and emotional
states affect the user experience and responses to
interaction with a system, product or service. However,
satisfaction and affective states are complex concepts to
define and measure as they are multidimensional and
time-dependent [28]. Scherer [28] classifies the
affective states based on two dimensions (duration and
intensity) into several constructs such as: personality
traits, attitudes, interpersonal stances, mood and
emotions. Emotions themselves can be defined and
categorized in several ways such as discrete (anger,
happiness, etc.), bi-dimensional (along the valence and
arousal axes) (see [14]).</p>
        <p>Given the diversity of users and user dimensions, the
profiling of players and the clustering of the players by
meaningful profile characteristics is important for the
success of the game according to UCD and
gamification principles (see [11,31]). However, the
clusters/profiles are not necessarily stable in time, but
they change over time (i.e., one player can be
categorized according to his/her characteristics and
behavior as belonging to one profile cluster at a certain
time, but later his/her profile can change). Moreover,
there are individual characteristics that are inherently
fluctuating such as mood, tiredness, and emotions.
Table 1 illustrates different types of individual
characteristics classified by the degree of variation
along time. As they influence and are being influenced
by the gameplay, system developers should take them
into account when developing a game or a gamified
system. In the next section, we propose a model of
gamification system that takes into account this
variation and transition of player profiles.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3 Play Data Profiling (PDP) Model</title>
      <p>UCD and gamification design models focus on system
development, namely they provide guidelines to design,
development, and evaluation of a gamified system,
software or service that fulfills the needs of the players
and organization. For this purpose, one widely used
method in UCD is to identify and define persona
profiles based on individual characteristics such as
personality, demographics, roles, and needs. However,
these profiles identified during the system development
cover only partially the characteristics of the users,
namely the ones that are relatively stable such as age,
gender, and personality traits. On the other hand, users
have different moods, values, and psychophysiological
states (e.g., high level of stress as indicated by heart
rate or electrodermal activity) that are fluctuating over
a certain period of time and which influence the user
experience.</p>
      <p>Therefore, we propose that in addition to profiling
the target users during the development cycle, a
gamified system should be built in such a way that it
collects on-line, real-time play data based on which
profiling continues also after the system development.
Thus, the proposed Play Data Profiling (PDP) model
states that the gamification elements can be adapted
and personalized based on the interaction and/or
psychophysiological data collected before, during and
after each gameplay session in order to fit best to the
current state of the player (user). The assessment of the
player (user) or game session at a particular time may
determine a transition from one profile cluster to
another or an update in the player profile, which in turn
may determine a change in the game interface and
gameplay. Thus, this model proposes that a
gamification system is composed of a set of alternative
designs corresponding to different profiles and player
(user) states. These alternative designs are pre-built
based on the UCD guidelines and gamification design
principles. During the play, on-line evaluations of the
game sessions and the player are performed using
builtin game analytics which provide new information for
the profiles and the current state of the player. The play
data profiling is then used to personalize the gameplay
and the game interface.</p>
      <p>PDP model presents a gamification system as
consisting of three parts: 1) the pre-play data profiling
component, 2) gameplay, and 3) post-game analysis
(see Figure 1).</p>
      <p>The first component is meant to provide a baseline
interaction with the system of a short duration (e.g., 3
min) during which the player is assessed; for the player
it acts like a “warm-up” session before the actual play.
For example, different stimuli related to the business
objectives of the gamified system and to the overall
categorization of the player persona profile categories
are presented, while the system collects and analyzes
different interaction events (e.g., mouse movements,
choices, time taken) and, if possible,
psychophysiological measures (eye tracking, heart rate,
skin conductance, etc.) to measure stress level,
emotional states, and cognitive load. During and after
this “warm-up” session, a machine learning based
preplay data profiler evaluates the user interaction events
and the psychophysiological measurements in order to
identify the best player persona profile category for this
individual player. The system uses this categorization
to personalize and tailor the gamification elements
(target behaviors, activity loops, elements of fun, and
tools) in the gamified system in next step in order to
maximize the player engagement, fun, and fulfillment
of the business objectives.</p>
      <p>Create baseline based on profile
Update profile based on baseline</p>
      <p>Player
profile
Baseline play</p>
      <p>profiling
Personalize game
based on profile
integrated). After the baseline is created, the new
information obtained during pre-play session is fed
back into the player profile, and thus some updates in
the player profile are possible and enabled by the
system (thus, the system is constantly learning the
player profile and the baseline is created not only based
on the real-time data, but also on historical data and the
player profile by using machine learning techniques).
To build this component both the UCD and
gamification design principles are employed; the
assessment of the profile at this stage is automatic, but
it has to include knowledge of the users, their needs,
and characteristics, as well as behavioral data (such as
user selections) collected during the baseline.</p>
      <p>The second component in the PDP model represents
the actual gameplay or system use, personalized so it
matches the player profile and the current state
evaluated by the first component. While the user
interacts with the gamified system, the system collects
logs of interaction events (and psychophysiological
measures) until the play session ends. This component
also utilizes elements from both the UCD and
gamification design principles; the designers of the
system must identify the business objectives, define the
target behaviors, activity loops, elements of fun, and
the available tools employing the UCD process and
methods.</p>
      <p>The third component in the PDP model represents a
machine-learning component for processing the play
data of the user, his/her current mood, values,
emotional and cognitive states and the success of the
gamification. Were the business objectives and target
behaviors successfully fulfilled? Was the gameplay
session fun to the user? These assessments as well as
the identified play patterns are fed back into the
profiling of the player, and the update is used in further
sessions of the same player or other players.</p>
      <p>Along with the conceptual model of collecting and
processing play data in different stages of use of a
gamified system (Figure 1), we illustrate the model
from the perspectives of a designer and of a machine
learning developer. Figure 2 describes the PDP model
from the designer perspective. The UCD process and
methods, and the gamification design principles are
employed to define meaningful profiles, to create
alternative game designs (interface, mechanics,
gameplay elements) to match the business objectives
and the player profiles, and to define criteria for the
post-play evaluation and profiling. Here designers
employ various methods, techniques, and tools in order
to collect and analyze the data such as heuristics and
Data collection and analysis</p>
      <p>Update profile</p>
      <p>Every time a baseline is created at the beginning of a
game session, some of the information is taken from the
player profile (i.e., the player profile acts like a schema
or template on which pre-play data are contrasted and</p>
      <p>Figure 3 describes the PDP model from the
machinelearning perspective. As the amount of the gathered
during the baseline and actual play is very big, and the
processing needs are in real-time, advanced
machineusability engineering [20], psychophysiological
measurements [15], and other user testing methods.
learning algorithms and methods should be developed
and utilized in order to obtain timely information about
the current player and categorize it in a meaningful
profile. Moreover, at post-play stage the huge amount
of log data (as well as physiological data) requires also
machine-learning methods to make sense of the data
and update the profile database with new information
about the game session, player, and fulfilled objectives.</p>
      <p>As in different stages of game development and
game play different data are collected, Table 2
illustrates different types of data collected during the
gamification cycle. The table is not exhaustive and not
all categories are compulsory (for example,
psychophysiological measurements are not always
possible to obtain during the actual game play). During
the design and development, the range of data
acquisition methods and protocols (e.g., experiments,
tests, observations, surveys, expert evaluations, etc.) is
limited only by the available resources; on the other
hand, during baseline and gameplay the acquisition
should be carefully implemented so not to disrupt the
play experience. Inquiry methods can also be employed
if the questions are well integrated into the game
interface (for example, at the end of the game session
one question can be “Are you satisfied with the game
session today?”, or depending on the game domain and
business objective a more concrete, context-specific
question or a question to describe the mood of the
player).</p>
    </sec>
    <sec id="sec-4">
      <title>4 Discussion</title>
      <p>This paper proposed a play data profiling model for
data-driven personalization of gamified systems. The
model is based on the user-centred design model,
human values theory, and gamification design
framework. The proposed model introduces the concept
of a baseline game component that acquires online,
real-time data about the cognitive and emotional state
of the individual and based on the collected data, the
system adjusts the game interface and elements to the
current state of the player. This model, named Play
Data Profiling (PDP), describes a process of collecting
and processing data before, during and after the actual
play in order to optimize the subsequent user
experience and the outcome from both the user and the
business perspectives.</p>
      <sec id="sec-4-1">
        <title>4.1 Implications</title>
        <p>The PDP model has implications to research and
practice. First, it provides the researchers and
practitioners a model of personalized gamified system
that utilizes behavioral, physiological, psychological,
environmental (context of use, business objectives),
and social data as well as machine learning (data
mining, statistics, and AI) techniques to provide
tailored game elements to users with different
characteristics. This model can be empirically tested
and further refined and expanded. Second, it provides
researchers and practitioners an iterative model for
continuous player persona profiling before, during and
after gameplay. Third, the gamified systems
personalized through PDP model have an impact on
users, since it can be assumed that personalizing the
gameplay experience to suit the current player profile
and psychophysiological state of the user will make
each gameplay experience more engaging, fun,
positive, and productive for the user. Therefore,
designing gamified systems using PDP model can also
help the system to fulfill its business objectives, since
they will have a positive impact on target behaviors.</p>
        <p>However, the play data acquisition, analysis, and
profiling for personalizing the gamification carries
some significant ethical implications and challenges
that the designers have to take into account. The users
should be made aware that their interaction with the
system and/or their psychophysiological state will be
logged in particular ways for data acquisition, analysis,
and player profiling. Ideally, the user should be given a
choice regarding the degree of personalization they are
comfortable with. This degree of voluntary
personalization could range from no personalization at
all, to full personalization, and various degrees of
privacy in between. In case of user not giving his/her
consent to any personalization or data collection, the
gamified system should have a pre-defined generic
player profile, which should be the best compromise
between different player profiles identified during the
design phase.</p>
      </sec>
      <sec id="sec-4-2">
        <title>4.2 Future Work</title>
        <p>In the future, the PDP model might be empirically
evaluated through an evaluation prototype such as a
proof-of-concept system. This prototype could be a
simple, small-scale gamified system, for example a
website or app with educational goals. To implement
the model in a real system requires managing the
following challenges: 1) availability of computational
resources for data storage and processing, 2) data
security, 3) data complexity, 4) design complexity.
However, these complexities can be tackled by
employing an incremental and iterative approach which
starts with a simple system and adds new features over
time. The idea is to design the gamified system in a way
that it allows the system to adapt as it learns the users’
behaviors and profiles.</p>
      </sec>
    </sec>
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