=Paper= {{Paper |id=Vol-2359/paper19 |storemode=property |title=A statistical analysis of Steam user profiles towards personalized gamification |pdfUrl=https://ceur-ws.org/Vol-2359/paper19.pdf |volume=Vol-2359 |authors=Xiaozhou Li,Chien Lu,Jaakko Peltonen,Zheying Zhang |dblpUrl=https://dblp.org/rec/conf/gamifin/LiLPZ19 }} ==A statistical analysis of Steam user profiles towards personalized gamification== https://ceur-ws.org/Vol-2359/paper19.pdf
                           A statistical analysis of Steam user profiles towards
                                         personalized gamification

                                    Xiaozhou Li, Chien Lu, Jaakko Peltonen, and Zheying Zhang

                                                       Tampere University
                                              Kalevantie 4, 33100, Tampere, Finland
                             {xiaozhou.li, chien.lu, jaakko.peltonen, zheying.zhang}@tuni.fi



                              Abstract. Gamification is widely used as motivational design towards enhanc-
                              ing the engagement and performance of its users. Many commonly adopted game
                              design elements have been verified to be effective in various domains. However,
                              the designs of such elements in the majority of the target systems are similar. Due
                              to inevitable differences between users, gamification systems can perform more
                              effectively when users are provided with differently and personally designed fea-
                              tures according to their preferences. Many studies have suggested such require-
                              ments towards personalizing gamified systems based on the users’ preferences,
                              with categorizing gamification users and identifying their preferences as the ini-
                              tial step. This study proposes a preliminary analysis of the factors that catego-
                              rize user preference in a game community, based on the user profiles data of the
                              Steam platform. It shall not only facilitate understanding of players’ preferences
                              in a game community but also lay the groundwork for the potential personalized
                              gamification design.

                              Keywords: Gamification · Exploratory Factor Analysis · Steam · User Profile ·
                              Preference · Personalized Gamification.


                       1   Introduction

                       Gamification, commonly defined as the use of game design elements for non-game
                       contexts [12], has been widely adopted as motivational design to support users moti-
                       vation enhancement and performance improvement. Many game design elements, e.g.,
                       badges/achievements, points, leaderboard, progress, story, etc., have been adopted in
                       various service domains and proven effective in many studies [14]. However, the ma-
                       jority of the gamification systems provide very limited alteration towards different users
                       but adopt the one-size-for-all design approach instead [32]. Such rigid gameful designs
                       are to a certain extent ineffective in persuading the users into positive behaviors. Many
                       studies have shown that different users are likely to be motivated by different game el-
                       ements and persuasive strategies [31, 32, 40]. Therefore, it is critical to understand dif-
                       ferent users’ preferences when providing them the personalized gameful experiences.
                           The studies on the users’ types and preferences regarding gamification systems are
                       based on the similar studies on game players. A seminal study on the player types for
                       multi-user dungeon (MUD) games is Bartle’s player typology [2]. Meanwhile, a num-
                       ber of studies also contribute to extending the user typology framework by focusing




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                       on psychographic and behavioral aspects [15]. Even though the direct connection is
                       not addressed, such studies on player typology do facilitate the understanding of users
                       preference of play style and their motivations of playing [15]. On the other hand, a
                       gamification-specific user typology framework is developed by Marczewski [26], who
                       proposes six gamification user types based on intrinsic or extrinsic motivational affor-
                       dances [36] and their different degrees for the users. Furthermore, based on this particu-
                       lar framework, a 24-item survey response scale is presented to score users’ preferences
                       regarding the six different types of motivation toward a gameful system, which can
                       therefore identify a users type and describe his/her preferences [42].
                            Despite the uniform well-defined player types and gamification user types, such a
                       ‘clear-cut’ categorization approach can be questioned as a player may not belong to
                       a certain type strictly [15, 21]. In addition, limitations of using survey data towards
                       such categorization have also been recognized [42]. In this study, we focus on users
                       of the Steam platform and their community-related behaviors presented on their profile
                       pages. The users’ Steam profiles provide various information, including the games they
                       have, the game achievements, item trading, friends, groups, reviews, screenshots, profile
                       customization options, and so on. The objective nature and large volume of such data
                       shall has the potential to yield enhanced characterizations of users and their diferences.
                       Herein, based on factor analysis of large user profile data, we identify the factors that
                       characterize the differences between Steam users. Instead of a strict categorization of
                       players, the study aims to answer what are the factors that distinguish Steam users from
                       one another and determine their preferences, as well as how such distinguishing factors
                       can be applied to facilitate personalized gamification design.
                            The paper is organized as follows. Section 2 introduces previous studies on game
                       players and gamification user typologies and on analysis of the Steam platform and user
                       data. Section 3 introduces our data collection and analysis methods, Sections 4 and 5
                       present results and discussion Section 6 concludes.


                       2     Related Work
                       2.1   Player Types and Gamification User Types
                       The aim of segmentation in marketing is to identify different customer groups so that
                       they are served with products and services that match their unique needs. Studies on
                       player types also serve this purpose. The majority of the prevailingly cited studies focus
                       on the player segmentation in terms of the behavioral and psychographic attributes in-
                       stead of geographic or demographic ones [15]; our focus is similar, since our Steam pro-
                       files did not contain demographic/geographic attributes and we focused on the available
                       profile information reflecting player behavior. When available, our modeling principle
                       could accommodate demographic/geographic attributes as covariates.
                            Bartle’s seminal player typology — Achiever, Explorer, Socializer and Killer — is
                       based on the things people enjoy about MUD in either an action or interaction dimen-
                       sion towards either players or the game world [2]. It is also criticized for being dichoto-
                       mous and too simplifying, as well as focusing on only one game genre instead of a broad
                       range [3, 15, 42]. Extending Bartle’s typology model, many studies have proposed sim-
                       ilar typology models for online game players with specialized focuses [43, 45]. Many




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                       other studies present different ways of categorizing players based on their various moti-
                       vation and behaviors when not fixating on online games [21, 39]. Such player typology
                       models provide ways to detect the difference in players and their preference regarding
                       motivations and behaviors in general. On the other hand, many studies also focus more
                       specifically on players’ preferences regarding game design elements [11, 19].
                           The studies on gamification user types also adapt the results from the player typol-
                       ogy studies. Such studies are mostly supported by the research on behavior motivations
                       and personalities [29,36]. Regarding the user typology in the gamification domain, Mar-
                       czewskis gamification user type model is the most cited work [26]. Motivated by the in-
                       trinsic and extrinsic motivational factors of the users, which is defined by the Self Deter-
                       mination Theory (SDT) [35], Marczewski categorizes the users of gamification services
                       into six types, including socializers, achievers, philanthropists, free spirits, players, and
                       disrupters. Other studies also attempt to provide adapted typology frameworks regard-
                       ing specific domains [1,44]. Meanwhile, adapting Marczewski’s gamification user types
                       model, Tondello et al. present and validate a standard scale to determine users’ prefer-
                       ence towards gamification systems regarding different motivation types [42]. Based on
                       that, their subsequent works contribute to suggesting gameful design elements regard-
                       ing user preferences, personalizing persuasive strategies, and creating a recommender
                       system model for personalized gamification [32, 40, 41]. However, mentioned as their
                       limitation, the data are self-reporting and subject heavily to participants’ personal un-
                       derstanding of survey statements and preferences towards diverse game elements. Thus,
                       relevant objective data with a larger sample volume can address such limitation and can
                       also yield alternative results.




                       2.2   The Steam Platform and Users



                       Steam, a popular digital game distribution platforms, has drawn attention from the
                       academia. Becker et al. analyze the role of games and groups in the Steam community
                       and present the evolution of its network over time [5]. O’Neill et al. also investigate the
                       Steam community but focus on the gamers’ behaviors, in terms of their social connectiv-
                       ity, playtime, game ownership, genre affinity, and monetary expenditure [30], whereas
                       Blackburn et al. focus more specifically on the cheating behavior [7]. Many other stud-
                       ies also investigate the various perspectives of players’ behaviors on the Steam platform.
                       For example, Sifa et al. investigate the players’ engagement and cross-game behavior by
                       analyzing their different playtime frequency distributions [37,38]. Baumann et al. focus
                       on “hardcore” gamers’ behavioral categories based on their Steam profiles [4]. Lim and
                       Harrell examine players’ social identity and the relation between their profile maintain-
                       ing behaviors and their social network size [22]. Meanwhile, other scholars also study
                       the other perspectives of Steam, such as, recommender systems for its content [6], early
                       access mechanism [24], game updating strategies [23], game reviews [25], and so on.
                       However, research on characterizing players based on their Steam profile data towards
                       analyzing players’ preference to different game design elements is still limited.




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                       3     Method

                       3.1   Data Collection

                       A web crawler based on the Beautiful Soup Python module was created to collect data
                       from public user profiles. The data collection proceeded in a “snowball” manner. The
                       crawler started from one user’s Steam profile URL which was selected at random from
                       the top 10 Steam user leaderboard, and crawled the list of the user’s friends profile URL.
                       Iteratively, the list of users was grown via crawling the friends of each of the existing
                       users on the list and appending the results to the end of the list. Although guarantee-
                       ing an unbiased sample from such a huge base is difficult and our gathered dataset is
                       necessarily small, it can still achieve a good representativity. Duplicated profile URLs,
                       as well as private ones from which no valid data can be obtained, were eliminated.
                       To reduce crawling time while achieving reasonable coverage, only profile URLs were
                       crawled, and from the initial data pool of 2561387 unique user profile URLs, we col-
                       lected the profile information on a random subset of the URLs which includes 60267
                       users. The crawled features include Levels, Showcases, Badges, Number of Games,
                       Screenshots, Workshop Items, Videos, Reviews, Guides, Artworks, Groups, Friends,
                       Items Owned, Trades Made, Market Transactions, Achievements, Perfect Games, Game
                       Completion Rate, and four binary profile customization related variables: Avatar, Sta-
                       tus, Background, and Favorite Badge customization (customized or not). To summarize
                       the binary variables per user, we define an aggregate value called Profile Customization
                       whose value is the percent of ‘customized’ values: for example, if a particular user cus-
                       tomized three of the four items mentioned above, his/her Profile Customization score
                       will be assigned as 0.75. In addition, each user’s active time span was also collected
                       based on the time when the user last logged off and the time when the user created the
                       account, using the SteamAPI. To take the user activity into account, we further com-
                       puted the duration the profile had existed using the above-mentioned information and
                       utilized it to normalize the profile variables, by simply dividing each variable by the
                       profile duration.


                       3.2   Exploratory Factor Analysis

                       To uncover the underlying structures of the Steam user profiles, an exploratory factor
                       analysis (EFA, [13]) is conducted. It enables us to reduce the complexity of the data,
                       explain the observations with a smaller set of latent factors and discover the relations
                       between variables. Unlike clustering which discovers groups of players, EFA discovers
                       underlying axes characterizing players and their differences. In game culture studies,
                       EFA has been widely used especially in studies related to user/player types and user
                       motivations (e.g. [42, 43]). Extracted EFA factors can also be a basis for analysis such
                       as clustering (player segmentation) or prediction in follow-up work; we focus on dis-
                       covering underlying axes of variation in Steam user profiles through EFA and their
                       applications in gamification.
                           One common issue in EFA is how to decide the number of factors. In this paper,
                       the parallel analysis (PA) introduced by Horn [18] is adopted to solve the problem. It
                       has been widely used and has given good results in recent research works (e.g. [33,




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                       34]). Several comparative studies (e.g. [8, 46]) have shown that it is an effective way to
                       determine the number of factors.
                                                   Table 1. Result of Parallel Analysis

                                           Factor Observed Eigenvalue Simulated Eigenvalue
                                           1              3.104                 1.031
                                           2              2.744                 1.025
                                           3              1.650                 1.021
                                           4              1.382                 1.018
                                           5              1.167                 1.015
                                           6              1.130                 1.011
                                           7              1.073                 1.008
                                           8              1.027                 1.006
                                           9              0.916                 1.003

                           In PA, the Monte Carlo simulation technique is employed to simulate random sam-
                       ples consisting of uncorrelated variables that parallel the number of samples and vari-
                       ables in the observed data. From each such simulation, eigenvalues of the correlation
                       matrix of the simulated data are extracted, and the eigenvalues are, as suggested in
                       the original paper [18], averaged across several simulations. The eigenvalues extracted
                       from the correlation matrix of the observed data, ordered by magnitude, are then com-
                       pared to the average simulated eigenvalues, also ordered by magnitude. The decision
                       criteria is that the factors with observed eigenvalues higher than the corresponding sim-
                       ulated eigenvalues are considered significant. Hereby, we conduct the parallel analysis
                       task with 5000 simulations to determine the number of factors.
                           To simplify interpretation of the factor analysis result, the varimax rotation tech-
                       nique [20] which maximizes the variance of the each factor loading is employed. Re-
                       sults with an alternative rotation approach promax [17] were similar.


                       4     Result
                       4.1   Factor Analysis
                       The result of the parallel analysis is shown in Table 1. Based on the mentioned criteria,
                       the turning point can be found easily by examining the differences between observed
                       eigenvalues and simulated eigenvalues. Since the simulated eigenvalue becomes greater
                       than the observed eigenvalue in the 9th factor (1.003 and 0.916 respectively), the first
                       8 factors are retained. The corresponding factor loadings can be found in Table 2. A
                       cross-loading of the variable Profile.Customization was found on Factor 1 and 7, we
                       further computed the Cronbach’s alpha [9] on those two factors to evaluate their internal
                       consistency and the values are found acceptable (0.87 and 0.71 respectively).

                       4.2   Factors Interpretation
                       Based on the result of EFA, we interpret each of the eight factors and summarize each
                       of the unique preference attributes of Steam users.




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                                                Table 2. Loadings of the Extracted Factors

                            Variable               Factor 1    2      3      4      5        6   7    8
                            Level                 0.641 -0.005 0.004 -0.002 0.008 -0.013 -0.263 0.002
                            Showcases             0.026 0.107 0.065 0.828 0.162 0.180 0.028 0.067
                            Badges                0.954 0.033 0.004 0.010 0.006 0.043 0.016 0.004
                            Games                 0.019 0.511 0.020 0.016 0.108 0.365 0.030 0.088
                            Screenshots           -0.000 0.118 0.332 0.046 0.344 0.039 0.022 0.490
                            Workshop.Items        0.007 -0.045 0.042 0.127 0.789 -0.027 0.003 -0.082
                            Videos                0.002 -0.030 -0.066 0.046 -0.074 -0.022 -0.003 0.901
                            Reviews               0.002 0.232 0.039 0.044 0.769 0.039 0.018 0.113
                            Guides                0.002 0.024 0.879 -0.031 -0.090 -0.003 -0.001 -0.002
                            Artwork               0.004 -0.010 0.836 0.101 0.192 0.006 0.018 0.030
                            Groups                0.078 0.017 0.020 0.031 0.026 0.008 0.951 0.009
                            Friends               0.947 0.002 0.004 0.043 0.007 0.014 0.202 0.001
                            Items.Owned           0.004 0.048 0.005 0.049 -0.004 0.733 0.006 -0.022
                            Trades.Made           -0.003 -0.142 -0.002 0.281 -0.063 0.551 0.003 -0.061
                            Market.Transactions   0.017 0.116 0.001 -0.063 0.044 0.645 -0.007 0.049
                            Achievements          0.005 0.865 0.014 0.125 0.014 -0.010 -0.001 -0.011
                            Perfect.Games         0.003 0.847 0.006 0.210 0.105 -0.045 -0.002 -0.017
                            Game.Completion.Rate 0.008 0.274 0.013 0.852 0.054 -0.004 0.003 0.021
                            Profile.Customization 0.808 -0.007 -0.008 -0.019 -0.015 -0.016 0.553 -0.007

                            Factor 1: Elite (Level, Badge, Friends, and Profile Customization) Factor 1 in-
                       dicates the users’ tendency to become the elite of the Steam community. The elite users
                       focus on their social comparison advantages over the others by enhancing their quantifi-
                       able social scores, such as, levels, badges, and friends numbers. According to Steam’s
                       unique mechanism, the users can upgrade their levels and earn more badges without the
                       requirements of exerting more effort in actual gameplay. Therefore, the elite users tend
                       to value their social achievement more than experiences in gameplay. In addition, they
                       also prefer profile customization in order to present their unique social identity.
                            Factor 2: Achiever (Games, Achievement, and Perfect Games) Users’ tendency
                       in Factor 2 indicates their preference towards mastering the games. They focus on com-
                       pleting games thoroughly and obtaining as many in-game achievements as possible.
                       They also tend to enlarge their game collection whenever possible. Compared to the
                       elite users, the achiever users prefer to put their effort in games and less in social.
                            Factor 3: Provider (Guides and Artworks) Users with high attribute in Factor 3
                       love to provide facilitation to the others with gameplay guides and self-created unique
                       game-related arts. Different from elite and achiever users who focus on their social
                       presence or achievement, the provider users tend to be more altruistic and care about
                       other users and their game playing.
                            Factor 4: Completer (Showcases and Game Completion Rate) Similar to the
                       achiever users, the completer users also focus on gameplay but less on achievements.
                       They prefer to finish the games that they start but have less intention of pursuing the
                       full achievement by investing extra amount of hours. Meanwhile, they like to show
                       their possessions, e.g., showcases, as much as possible, but put less effort on organizing
                       compared with the elite users.




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                           Factor 5: Improver (Workshop Items and Reviews) Users with high value on
                       Factor 5 focus on game improvement. They make efforts to add unique experiences to
                       games via workshop items and reviews. These encourage developers to improve the
                       games and publish better games in the future. Similar to provider users, they are also
                       altruistic but focus more on game quality.




                                       Fig. 1. An Example of User Preference Attributes Radar Chart
                            Factor 6: Trader (Item Owned, Trades Made, and Market Transaction) The
                       trader users do not pay much attention to either games or social, but to buying and sell-
                       ing game related virtual items instead. According to Steam’s mechanism, users neither
                       have to own or play games to obtain items nor have to become friends with others or
                       join groups to make trades. Thus, trader users tend to make the community a business
                       playground, buying low and selling high.
                            Factor 7: Belonger (Groups and Profile Customization) Similar to the elite users,
                       the belonger users also tend to focus more on social interaction than gameplay, when
                       the difference is that the belonger users prefer the feeling of relatedness and belonging,
                       rather than social comparison. Belonging to social groups is always their first priority.
                       Having a proper customized profile is thus also necessary to fit them in the groups.
                            Factor 8: Nostalgist (Screenshots and Videos) Users with high nostalgist attribute
                       have the tendency of restoring their gameplay memories by taking screenshots and
                       recording videos. They also share their gameplay memories with others in the activ-
                       ity timeline, so that other players can enjoy the unique scenes and compare to their own
                       gameplay too. Meanwhile, the ”thumbs up” and appreciation from the others is their
                       reward.
                            It is worth noting that the eight factors aim to explore the various attributes of Steam
                       users instead of arbitrarily categorizing each user into a single type. Generally, each in-
                       dividual user shall contain certain scores in all given attributes while the attribute value
                       distribution of different users shall differ. Meanwhile, each user may also contain high
                       or low score in multiple attributes simultaneously. By reducing the variable dimensions
                       to one for each attribute and normalizing the value, each individual user shall have a
                       radar chart illustrating his/her salient attributes. Fig. 1 shows an example of a user who
                       possesses a salient attribute of improver and is creative with workshop items and also
                       loves to contribute in improving games by giving reviews. Meanwhile, this particular




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                       user also possesses relevantly salient attributes of elite, achiever, and provider. It indi-
                       cates that the user also favors gaining levels, badges, and achievements, and providing
                       guides and artworks to the community.

                            Table 3. An Example Mapping between Preference Attributes and Motivation Types

                           Attributes Steam Variables         Motivation Types [10, 36] Gameful Elements [40]
                           Elite      Level                   Mastery                  Progression
                                      Badges                  Mastery                  Incentive
                                      Friends                 Relatedness              Socialization
                                      Profile Customization   Autonomy                 Customization
                           Achiever Games                     Mastery                  Progression
                                    Achievements              Mastery                  Incentive
                                    Perfect Games             Mastery                  Incentive
                           Provider   Guides                  Mastery, Purpose         Altruism
                                      Artwork                 Autonomy                 Altruism
                           Completer Showcases            Autonomy, Mastery            Customization
                                     Game Completion Rate Mastery                      Progression
                           Improver Workshop Items            Autonomy, Purpose        Altruism
                                    Reviews                   Autonomy, Purpose        Altruism
                           Trader     Items Owned             Mastery                  Incentive
                                      Trades Made             Relatedness              Socialization
                                      Market Transactions     Relatedness              Socialization
                           Belonger Groups                    Relatedness              Socialization
                                    Profile Customization     Autonomy                 Customization
                           Nostalgist Screenshots             Autonomy, Relatedness    Socialization
                                      Videos                  Autonomy, Relatedness    Socialization

                           To apply such a preference framework in gamification design, based on the vari-
                       ables each attribute is related to, we could find connections between attributes and the
                       established intrinsic motivation types or other similar gamification design models or
                       frameworks. With different player motivation and design elements frameworks, the ap-
                       plication towards personalized gamification design could differ. Table 3 is an example
                       of connecting the obtained preference attributes with the SDT motivation types [10, 36]
                       and the gameful design elements categories [40]. Ideally, each Steam variable can be
                       mapped to a certain type of motivation and a particular gameful design element cate-
                       gory. Subsequently, the motivation that drives the corresponding preference attributes
                       and the related gameful design element set can be decided and weighted (e.g., based
                       on relatedness of the variables to the attributes). However, such presumption of con-
                       necting attributes, motivation types, and design elements can be subjective, when the
                       motivation of each user towards each individual Steam variable is unknown and hard to
                       be dichotomized. For example, ‘Level’ is likely to be driven by the motivation of mas-
                       tery, when, on the other hand, particularly in Steam, higher level means that the user
                       will have more badges and showcases to customize. Therefore, the ‘Level’ variable




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                       is driven by the motivation of autonomy, to some extent. Furthermore, a quantifiable
                       value of ‘Level’, together with ‘Badges’ and ‘Profile Customization’, can be also seen
                       as the tendency towards social comparison. Such equivocality shall be addressed with
                       potential ordering or voting schemes.


                       5   Discussion
                       Compared with Lim and Harrell’s study on players’ social identity [22], we cover more
                       perspectives of Steam users’ social behaviors in the gamer community by extending
                       the data collection to more features. However, different from Sifa et al.’s work [38] our
                       data covers only the Steam users’ profile information and not users’ in-game behaviors.
                       Thus, with the current dataset, mapping from the obtained user preferences towards the
                       gameful design elements regarding heavily in-game behaviors, such as, immersion or
                       risk/reward, is not possible [40]. Furthermore, based on the goal of this study to study
                       users’ preference regarding gamification design, the data limits generalization towards
                       all gamification users instead of only gamers. Despite the above limitations, the data
                       (similar to other product-oriented social media profiles, e.g. Amazon profiles) can be
                       seen as more generalized rather than focusing on gamers from specific games or genres.
                       Compared with previous studies on gamification user types [40,42], such data collected
                       from user profiles can be more objective than self-reported survey data.
                            This study presents a data-driven approach to investigating users’ preferences to-
                       wards game design elements. The resulting axes of variation among players can be in-
                       spected and used in gamification. In future work the results can also be used as a basis
                       for categorization of players; data-driven approaches [16] can improve efficiency and
                       representativeness compared to manually designed categories. One follow-up direction
                       is to build a collaborative filtering recommender system based on similarity of users’
                       preference towards various game design elements, allowing a personalized gamifica-
                       tion design based on the recommendation for each user [41]. Another future direction
                       is to validate the user preference framework with empirical analysis. For example, the
                       user preference scale of Tondello et al. [42] can be adopted as a reference, with Steam
                       users as participants. Furthermore, the data volume can be enlarged with more users,
                       e.g., by crawling from multiple seed users; our data could further be combined with
                       additional data regarding, e.g., players’ in-game behaviors, preference on game genres,
                       and reviews on games. After validation, the proposed user preference framework can
                       be applied to future data-driven player studies. Together with previous gamification de-
                       sign methods [27], the framework will facilitate gamification design and provides an
                       efficient way to address key issues in the user analysis phase [28].

                       6   Conclusion
                       We presented an exploratory way of analyzing user presences towards game design ele-
                       ments using Steam user profile data. Using EFA, eight factors/attributes are gained, the
                       value of which can be used to define each individual user’s preference regarding behav-
                       iors in the Steam community. Together with the connection between such behaviors and
                       the underlying motivation types and gameful design elements, each user’s preference




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                       regarding gamification systems can be also perceived. Due to the quantifiable and ob-
                       jective nature of the data, such estimation of the users’ preference can be more precise.
                       It will contribute to the future work of personalized gamification design and creation of
                       recommender systems for personalized gamification in a data-driven manner.

                       Acknowledgments. This research was supported by the Academy of Finland project
                       Centre of Excellence in Game Culture Studies (CoE-GameCult, 312395).


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