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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>First International Workshop on Data-Driven Gami cation Design (DDGD2017)</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Michael Meder</string-name>
          <email>meder@dai-labor.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Amon Rapp</string-name>
          <email>amon.rapp@gmail.com</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Till Plumbaum</string-name>
          <email>till@dai-labor.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Frank Hopfgartner</string-name>
          <email>frank.hopfgartner@glasgow.ac.uk</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Technische Universitat Berlin</institution>
          ,
          <addr-line>Berlin</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>University of Glasgow</institution>
          ,
          <addr-line>Glasgow</addr-line>
          ,
          <country country="UK">United Kingdom</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>University of Torino</institution>
          ,
          <addr-line>Torino</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Three editions of the GamifIR1 workshop have shown that a better theoretical underpinning of gami cation design is necessary to advance the state of the art. This was primarily motivated by Sebastian Deterding's keynote[1] and accepted papers at the last GamifIR[2] in 2016. This workshop aims to nd AI and data-driven opportunities for building up and developing gami cation design theory. It took place on 20 September 2017 in conjunction with the Mindtrek 2017 conference in Tampere, Finland [3]. Six full papers were selected by the programme committee from a total of eight submissions.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>The call for papers solicited submissions of position
papers as well as novel research papers addressing
problems related to data-driven gami cation design
including topics such as:</p>
      <p>Gami ed systems that exploit data mining,
machine learning and AI techniques.</p>
      <p>Insights on game design elements built upon
empirical data that can expand the catalog available
to gami cation designers and practitioners.
Personalized gami ed systems that exploit
physiological, psychological, environmental, emotional
and social data to provide tailored game elements
to users with di erent characteristics.</p>
      <p>Domain-dependent gami ed services and
applications addressed to contexts like health, learning,
workplace, security, crowdsourcing, and so on.
Field evaluations of gami ed systems in speci c
contexts of use, and new techniques to envision,
design and assess gami cation design techniques.
Theoretical re ections and ethical considerations
on the future of gami cation enabled by the
increasing availability of data.</p>
      <p>Each submitted paper has been peer-reviewed by
three members of the programme committee consisting
of experts drawn from di erent communities
guaranteeing a mix of industrial and academic backgrounds.
Accepted papers include:</p>
      <p>Robin Brouwer and Kieran Conboy. A
Theoretical Perspective on the Inner workings of Gami
cation in the Workplace.
Sami Hyrynsalmi, Kai Kimppa, Jani Koskinen,
Jouni Smed and Sonja Hyrynsalmi. The Shades
of Grey: Datenherrschaft in Data-Driven Gami
cation.</p>
      <p>Michael Meder, Till Plumbaum and Sahin
Albayrak. A Primer on Data Driven Gami cation
Design.</p>
      <p>Marigo Raftopoulos. Data-Driven Gami cation
Design: An Enterprise Systems Perspective from
the Front Line.</p>
      <p>Dorina Rajanen and Mikko Rajanen.
Personalized Gami cation: A Model for Play Data Pro
ling.
3</p>
    </sec>
    <sec id="sec-2">
      <title>Workshop Activities</title>
      <p>After a brief welcome and introductory recap of the
last three GamifIR workshops we started the
presentation and discussion session. During and after the
paper presentations we discussed di erent aspects of
player types. For instance, we talked about how goals
drive motivation and di erent user types have di
erent goals. But there exist not only ten or 20 di erent
types of goals, there are millions of goals and needs
to be assigned to di erent types of player and user
groups. It is also important to consider already
existing incentives and rewards when interpreting behavior
driven by gami cation because there could always
exist side e ects by motivation outside the gami cation
application like bonus system in workplace
environments. Thus, the environment or the context is very
important for analysis.</p>
      <p>Another aspect we discussed was that an
application or system creates a ordances. The gami ed
system facilitates need or goal ful llment, but without the
user having a congruent goal or need the system is not
motivating, only through a combination of actual need
and facilitated ful llment of that need can motivation
arise. Robin Brouwer underlined that he disbelieves
in a basic set of game design elements that always
works. Instead, you always need to design something
in line with the context in which the game elements
are placed. In order to optimize this interplay between
context and design elements you need a designer for at
least the initial design!</p>
      <p>Furthermore, we had a discussion on the necessity
of pre-development insights about intended users for
the gami cation design or if it is possible to assign a
set of game design elements based on users behavior
data maybe after a short machine learning phase. This
resulted in a discussion about how to detect
engagement drop-o s by speci c player or user types to create
a ordances to re-engage them. Maybe di erent phases
of user engagement and user experience exists and it
would be very interesting to know how much exist and
whether we could detect them automatically?
4</p>
    </sec>
    <sec id="sec-3">
      <title>Conclusion</title>
      <p>We concluded that time or timing is very important
for successful gami ed systems but it is hard to detect
and implement the right user journey or user phases
and behavior sections: Do the right at the right time!
It is not clear if we need player types as a gami
cation design starting point or not. We had di erent
opinions and long discussions about this. Another
approach could be to just ask the user about her contexts
and goals (inside the application) and later target on
di erent types and moods. We agreed that we need
user feedback for evaluation of di erent machine
learning approaches. This could be general ratings by the
users or deduced ratings on the gami ed application.</p>
      <p>However, to be able to classify the ndings in
datadriven gami cation design we need to develop
objective measures of success, like the level of
gameful experience (emotion, immersion, well-being, etc.),
to evaluate data-driven gami cation design.
DataDriven Gami cation Design should provide more
insights on the di erent actual behavior patterns of
different player types maybe without knowing or
naming the types. Beyond that it would be interesting to
compare actual behavior of di erent user types to
theoretically intended behavior of self-assigned types e.g.
within a player type tests. Another important
dimension additionally to the player type dimension might
be the behavior change on di erent time phases.</p>
      <p>For another workshop on DDGD we would expect
submission on research result about data-driven
generated player types, adapting challenge level, di erent
user phase detection and rst insight on adapting a
gami cation design automatically.
5</p>
    </sec>
    <sec id="sec-4">
      <title>Acknowledgements</title>
      <p>
        We would like to thank Mindtrek [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] for hosting us. We
acknowledge the e orts of the programme committee,
namely:
      </p>
      <sec id="sec-4-1">
        <title>Raian Ali, Bournemouth University (UK)</title>
      </sec>
      <sec id="sec-4-2">
        <title>Jon Chamberlain, University of Essex (UK)</title>
        <p>Sebastian Deterding, University of York (UK)</p>
      </sec>
      <sec id="sec-4-3">
        <title>Udo Kruschwitz, University of Essex (UK)</title>
      </sec>
      <sec id="sec-4-4">
        <title>Elisa Mekler, Universitat Basel (CH)</title>
        <p>Ashok Ranchhod, University of Southampton
(UK)
Albert Weichselbraun, University of Applied
Sciences Chur (CH)</p>
        <p>We thank all PC members and authors of submitted
papers for making DDGD 2017 possible.</p>
      </sec>
    </sec>
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