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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Does behaviour match user typologies? An exploratory cluster analysis of behavioural data from a gamified fitness platform</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Jeanine Krath</string-name>
          <email>jkrath@uni-koblenz.de</email>
          <xref ref-type="aff" rid="aff4">4</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Adam Palmquist</string-name>
          <email>adam.palmquist@ait.gu</email>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Izabella Jedel</string-name>
          <email>izabella.jedel@hotmail.com</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Isak Barbopoulos</string-name>
          <email>isak@insert</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Miralem Helmefalk</string-name>
          <email>miralem.helmefalk@lnu.se</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Robin Isfold Munkvold</string-name>
          <email>munkvold@nord.no</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Insert Coin</institution>
          ,
          <addr-line>Vasagatan 33, Gothenburg, 411 37</addr-line>
          ,
          <country country="SE">Sweden</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Linnaeus University</institution>
          ,
          <addr-line>Universitetsplatsen 1, Kalmar, 392 31</addr-line>
          ,
          <country country="SE">Sweden</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Nord University</institution>
          ,
          <addr-line>Universitetsalléen 11, Bodø, 8026</addr-line>
          ,
          <country country="NO">Norway</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>University of Gothenburg</institution>
          ,
          <addr-line>Forskningsgången 6, Gothenburg, 417 56</addr-line>
          ,
          <country country="SE">Sweden</country>
        </aff>
        <aff id="aff4">
          <label>4</label>
          <institution>University of Koblenz-Landau</institution>
          ,
          <addr-line>Universitaetsstrasse 1, Koblenz, 56070</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
      </contrib-group>
      <fpage>105</fpage>
      <lpage>114</lpage>
      <abstract>
        <p>A promising solution to increase user engagement in gamified applications is tailored gamification design. However, current personalisation relies primarily on user types identified through self-reporting rather than actual behaviour. As a novel approach, the present study used an exploratory machine learning analysis to identify seven clusters of users in a gamified fitness application based on their behavioural data (N = 19,576). The clusters were then conceptually compared to common user typologies in gamification, identifying possible relationships between behavioural user clusters and user types motivated by achievement, sociability, and extrinsic incentives. The findings shed light on nuanced behaviour patterns of user types in the fitness context and how knowing these patterns can inform the way in which tailored gamification could be implemented to meet the needs of specific types. Thereby, they contribute to the discussion on utilising behavioural data and user typologies for tailored gamification design.</p>
      </abstract>
      <kwd-group>
        <kwd>1 Cluster analysis</kwd>
        <kwd>user types</kwd>
        <kwd>tailored gamification design</kwd>
        <kwd>personalisation</kwd>
        <kwd>fitness</kwd>
        <kwd>exploratory machine learning</kwd>
        <kwd>k-means clustering</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <sec id="sec-1-1">
        <title>Gamification, the application of game</title>
        <p>
          elements in a non-game context [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ], has been
researched within several fields to increase user
engagement and motivation [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ]. One of the most
popular applications of gamification is using
game elements in fitness applications [
          <xref ref-type="bibr" rid="ref3 ref4">3,4</xref>
          ].
However, mixed outcomes have let gamification
research both in general [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ] and in the fitness
context [
          <xref ref-type="bibr" rid="ref6 ref7">6,7</xref>
          ] question the applicability of
universal design and increasingly focus on
individual differences in how gamification is
perceived and used to guide personalized
gamification design [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ]. Instead of executing a
one-size-fits-all design, the prospect of
personalisation and adaptivity affords a design
that can be automatically informed, rearranged,
and redeployed based on users’ actions and
reactions [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ]. Therefore, personalising gamified
fitness applications might present a solution to
create improved experiences and simultaneously
provide users with a wider array of features that
may be of particular interest.
        </p>
        <p>
          Previous research on tailored gamification has
explored personalised gamification design based
on demographic data such as age and gender, as
well as personality [
          <xref ref-type="bibr" rid="ref5 ref8">5,8</xref>
          ]. However, to date, the
most widely used approach to personalising
gamification interventions has been to classify
users based on their needs and motivations via
user typologies [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ]. A variety of user typologies
have already been used in research on tailored
gamification design [
          <xref ref-type="bibr" rid="ref10 ref5 ref8 ref9">5,8–10</xref>
          ], the most popular
among them being Bartle's player types [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ], the
gamification user types HEXAD [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ], the
BrainHex typology [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ] and Yee's motivations to
play MMORPGs [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ]. Specifically, Yee's
motivations [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ] and HEXAD types have been
successfully used to personalise gamification for
fitness and health applications [
          <xref ref-type="bibr" rid="ref6 ref7">6,7</xref>
          ].
        </p>
        <p>
          A particular limitation of current gamification
design based on these predefined user typologies
is that the design process mainly relies on
questionnaires to determine user types based on
self-report rather than actual behaviour, which is
particularly challenging as user types can change
over time [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ] and people tend to respond in
selfreports in a socially desirable way that does not
necessarily reflect their actual behaviour [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ]. In
addition, users may be classified as multiple or
hybrid user types depending on the context [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ].
Therefore, further research is needed on how
technologies such as machine learning [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ] could
help identify different user types based on their
behaviour and dynamically adapt the gamification
system accordingly [
          <xref ref-type="bibr" rid="ref16 ref18">16,18</xref>
          ].
        </p>
        <p>The present study addresses this gap by
analysing user behaviour in a gamified fitness
application through a machine learning approach
and discussing the relationships between
identified clusters of users based on their actions
and common user typologies. The contribution of
this work is thus twofold:</p>
        <p>First, a k-means cluster analysis is conducted
to identify distinct clusters of users based on their
actions in a gamified fitness platform, drawing on
a large dataset (n = 19,576) of behavioural data
with over 1 million events recorded in 49 weeks.</p>
        <p>Second, by exploring the extent to which the
identified clusters can be mapped to common user
typologies, we contribute to the ongoing
discussion of user typologies in terms of tailored,
personalised, and adaptive gamification. In
summary, the study aims to answer the following
research question:</p>
        <p>RQ1: Which clusters of users can be identified
using exploratory clustering techniques on
behaviour data from a gamified fitness platform?</p>
      </sec>
    </sec>
    <sec id="sec-2">
      <title>2. Background</title>
    </sec>
    <sec id="sec-3">
      <title>2.1. User typologies in gamification</title>
      <p>
        Personalisation of gamification design has
recently gained tremendous importance in
gamification research [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ]. Within this stream,
researchers have proposed a variety of
classifications or typologies of users [
        <xref ref-type="bibr" rid="ref10 ref5 ref8 ref9">5,8–10</xref>
        ] and
explored their preferences for game elements
[
        <xref ref-type="bibr" rid="ref20 ref21">20,21</xref>
        ] to inform tailored gamification design.
      </p>
      <p>
        One of the first typologies was Bartle's
typology of players in multi-user dungeons [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ].
He distinguished between Achievers (who focus
on earning points and levelling up), Explorers
(who enjoy discovering interesting features and
exploring the system), Socializers (who value
relationships with other players), and Killers (who
like disrupting the experience of others) [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ].
      </p>
      <p>
        Building on Bartle's findings, Yee [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] sought
to identify the underlying motivations of users of
MMORPGs and found ten motivations
categorised into the three components of
Achievement (including advancement, mechanics
and competition), Social (including socialising,
relationships and teamwork) and Immersion
(including discovery, role-playing, customisation
and escapism) [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ].
      </p>
      <p>
        The BrainHex model by Nacke et al. aimed to
combine findings from previous models with
neurobiological insights [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. As a result, they
described seven types of players, namely Seekers
(who are curious and eager to explore), Survivors
(who enjoy intense fright experiences),
Daredevils (who enjoy thrilling and risky
experiences), Masterminds (who like to overcome
problems and develop strategies), Conquerors
(who derive satisfaction from defeating others),
Socializers (who like to interact with others) and
Achievers (who are goal-oriented and motivated
by long-term success) [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ].
      </p>
      <p>
        While the previous typologies were developed
in the context of games, Marczewski designed and
developed the HEXAD typology, which builds on
extrinsic motivation and the three basic
psychological needs [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ] as a model specifically
for use in gamification [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. The model consists
of six user types: Philanthropists (driven by
purpose and altruism), Socialisers (driven by
social relations and interaction with others),
Achievers (striving for self-improvement through
challenges and proficiency), Players (striving for
external rewards), Free Spirits (driven by
autonomy and exploration), and Disruptors
(driven by challenging the status quo and
participating in disruptive alterations) [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ].
      </p>
      <p>
        All of these typologies share common
concepts that are reflected in certain types, such
as achievement, exploration or sociability [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ], and
several researchers have attempted to relate the
different user types to each other [
        <xref ref-type="bibr" rid="ref13 ref8 ref9">8,9,13</xref>
        ] (see
Table 1 for an overview). For example, the
concept of achievement is prevalent in each of the
four typologies, while the HEXAD model adds
the Player as a type that is extrinsically rather than
intrinsically driven [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. In contrast, the BrainHex
model describes Survivors and Daredevils
motivated by intense gaming experiences absent
in other typologies [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ].
      </p>
    </sec>
    <sec id="sec-4">
      <title>2.2. Personalisation fitness applications in gamified</title>
      <p>
        Health and fitness is the second largest area of
research in gamification [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. Previous studies
have shown that gamification in fitness tracking
apps can successfully promote physical activity
and bodyweight reduction [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ]. In the fitness
context, personalisation of gamification involves
real-time adjustment of difficulty based on
physiological parameters such as heart rate [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ] or
acceleration [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ]. However, their usefulness for a
thoroughly tailored gamification design that
modifies different aspects of gamification with
appropriate solutions for each user [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ] is limited.
Therefore, other studies focusing on personalising
gamified fitness applications drew on
psychological determinants such as motivations
and user typologies. One of the first studies on
individual differences in gamified fitness
applications was that of Brauner et al. [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ], who
observed that users' motivations to play [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]
significantly influenced performance. Later,
Kappen et al. examined various exercise
motivations in different age groups and found
distinct preferences for intrinsic, extrinsic, and
feedback elements [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ]. Recently, both Altmeyer
et al. [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] and Zhao et al. [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] used the HEXAD
typology to personalise gamified fitness apps and
found that it led to more positive affective
experiences [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], motivation, and satisfaction [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]
than a one-size-fits-all approach.
      </p>
      <p>
        These previous approaches relied on
selfreport to obtain information about users'
motivations and needs, categorised into user types
and assumed to influence behaviour. However,
further research is warranted on user types that
can be identified by analysing actual behaviour in
gamified systems rather than relying on
selfreported motivations [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ], especially since user
types can manifest in hybrid or multiple forms
depending on the context [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ].
      </p>
      <p>
        A promising approach to identifying different
types of users is to use unsupervised machine
learning techniques [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] to cluster users based on
their recorded behaviours in the system. A recent
review has shown that automatically adapting
gamification design using machine learning is
gaining momentum [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ]. It has been suggested
that artificial intelligence and machine learning
are among the most promising emerging areas in
gamification research [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ]. Previous studies have
applied clustering techniques in education to
identify different types of students [
        <xref ref-type="bibr" rid="ref30 ref31">30,31</xref>
        ].
However, as far as the authors know, such
techniques have not yet been applied to gamified
fitness applications.
2.3.
      </p>
    </sec>
    <sec id="sec-5">
      <title>AUTOMATON project</title>
      <p>The current work is based on a university and
industry initiative started as an applied artificial
intelligence (A.I.) project between the University
of Skövde and Insert Coin. The long-term project
goal is to design and develop a system of machine
learning models that are capable of independently
identifying user clusters and their behaviour
patterns (as stage 1) and then make personalised
suggestions, as well as apply and/or adjust the
gamification balance to better fit the users in each
segment (as stage 2). The expected project
outcome is an adaptive gamified fitness platform
based on predicted user preferences toward
tailored gamification experiences.</p>
    </sec>
    <sec id="sec-6">
      <title>3. Method</title>
    </sec>
    <sec id="sec-7">
      <title>3.1. Materials</title>
      <p>The cloud-based fitness platform in the study
is an iOS/Android application. The platform's
principal purpose is to function as a marketplace
between individuals interested in fitness and
exercise on the one hand (hereinafter users) and
various fitness centres and fitness coaches on the
other. The platform provides each user with a
workout diary to log various physical activities
(e.g., cycling, weightlifting, running), log and
track their weight, and view other metrics
indicating their overall progression. The platform
also includes social features, such as reactions,
adding and sending messages to friends, posting
workouts for others to see, or browse, like or
commenting on friends' workout feeds, as well as
connecting and interacting with other users or
fitness coaches.</p>
      <p>
        The gamification design was focused on the
workout diary due to its central position in the
platform ecosystem, aiming for a gameful
ambience in the whole platform. In order to create
this ambience, several motivational
affordances [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] were used, associated with
different features in the platform ecosystem
(Table 2), exemplified in Figure 1.
3.2.
      </p>
    </sec>
    <sec id="sec-8">
      <title>Procedure</title>
      <p>The platform has an event-based architecture,
meaning that user-generated events, such as
reaching training goals associated with milestones
(e.g., 30 mins of activity, lifting a total of 3 tonnes
of weight in a workout), recording a new exercise
(e.g., power walking or weightlifting), viewing
planned activities or responding to a fitness coach
trial were logged for analysis. Therefore, the
dataset for the cluster analysis consisted of
1,116,126 events recorded on the fitness platform
originating from 19,576 unique users collected
over 49 weeks.</p>
      <p>
        In order to cluster the user actions, the
1,116,126 events first had to be parsed (i.e.,
variables and value labels had to be extracted from
the event meta-data) and aggregated into a list of
events associated with each cluster. As some
event types consisted of both predefined activities
(e.g., "power walk") and free-text entries (e.g., "I
went running"), the total number of unique
categorical values exceeded 1,600. Because of the
large number of categorical values, we treated all
categorical values as text entries and used
techniques suitable for this kind of data [
        <xref ref-type="bibr" rid="ref31">31</xref>
        ].
      </p>
      <sec id="sec-8-1">
        <title>First, each categorical value was split into</title>
        <p>
          separate words. The words were then vectorised
with the Term Frequency–Inverse Document
Frequency (TF-IDF) statistic2, a common way to
prepare text data for clustering in the field of
natural language processing [
          <xref ref-type="bibr" rid="ref32">32</xref>
          ]. In order to
identify clusters, the vectorised events were then
used as input data in a k-means cluster analysis
[
          <xref ref-type="bibr" rid="ref33">33</xref>
          ], conducted using the sci-kit-learn library in
Python [
          <xref ref-type="bibr" rid="ref32">32</xref>
          ]. The number of clusters (k) to extract
is often determined by the elbow method [
          <xref ref-type="bibr" rid="ref33">33</xref>
          ].
However, in this case, the ultimate aim of the
analysis was to optimise the clusters specifically
for use in prediction models [
          <xref ref-type="bibr" rid="ref34">34</xref>
          ]. Therefore, a
different approach was taken, in which each
cluster model (varying between 1 and 12 extracted
clusters) was evaluated in terms of how well the
overall model could predict what event was most
likely to be recorded by users of a specific cluster
during their next active day (hereafter the target
day), using a Sequential Long Short-Term
Memory model. Only users who had recorded
events on at least seven unique days were included
in the training sample, which brought the sample
to a total of 9,667 users. Of these, 60% were used
when training the models, and the remaining 40%
when testing the trained models and calculating
the prediction scores. The clusters were labelled
based on their most frequently recorded events (in
absolute terms), their most frequently recorded
events offset by the frequency of the event across
2 TF-IDF is especially useful for clustering, as the statistic will
increase proportionally to the number of times an event is recorded
by a user, offset by how many other users have recorded the same
event, thereby more effectively differentiating users.
all clusters (TF-IDF) and descriptive statistics
(e.g., size of the cluster relative to the whole
sample, proportion of total events, and conversion
events, i.e., bought subscriptions, sent by users in
the cluster).
        </p>
        <p>The clustering procedure and labelling were
planned and conducted by author 5, who was not
involved with the current research project at the
time and therefore did not conduct the analysis or
set the labels with the purpose of relating them to
existing user typologies in gamified systems.</p>
      </sec>
    </sec>
    <sec id="sec-9">
      <title>4. Results</title>
    </sec>
    <sec id="sec-10">
      <title>4.1. Cluster model evaluation</title>
      <p>The model with the highest percentage of total
correct predictions across all its clusters was
selected as the final model. As a benchmark, the
most common event occurred on ~54% of the
target days. The "baseline" model (where all users
belonged to the same cluster) achieved a
prediction score of 55%. However, the score
increased to 68.5% in the cluster model with two
clusters, and each subsequent model improved
this score further until a peak was reached in the
model with 7 clusters, achieving 76% correct
predictions. Therefore, the model with 7 clusters
was selected.
4.2.</p>
    </sec>
    <sec id="sec-11">
      <title>Identified clusters</title>
      <sec id="sec-11-1">
        <title>Once the final model had been selected, that</title>
        <p>
          model was used to assign the entire sample of
19,576 users to one of the seven identified
clusters. The clusters were then compared in terms
of most frequent events, most frequent events
offset by event frequency across all clusters
(TFIDF), and various descriptive statistics (e.g., size
and proportion of events sent by each
cluster). Unless otherwise stated, all event
frequencies are reported using the TF-IDF
statistic [
          <xref ref-type="bibr" rid="ref32">32</xref>
          ], not the absolute frequency, as this is
generally more useful to differentiate the clusters.
        </p>
        <p>Labels were set accordingly: Generalists
(7.5% of users, 15.3% of events, 4.0% of
conversions3), a cluster characterized by
recording a relatively even spread between
physical activities (TF-IDF: power walk: 12.1%
of their total events, lift weights: 8.5%), scheduled
3 Triggered by paying for subscriptions.
activities (TF-IDF: perform planned activity:
19.8%, view planned activity: 5.0%, which can
both be done in the overview of planned and
logged activities shown in Figure 1) and attaining
achievements (TF-IDF: active 30 minutes: 16.5%,
depicted on the personal profile in Figure 1);
Socializers (6.5% of users, 25.1% of events, 5.7%
of conversions), a cluster with a relatively high
degree of social activities (TF-IDF: like
someone’s workout as depicted in the social feed
in Figure 1: 15.9% of their events; add friend:
3.4%); Achievement hunters (4.9% of users, 6.5%
of events, 2.6% of conversions), a cluster
characterized by a attaining a high degree of
achievements during their workouts (TF-IDF: 30
active minutes: 18.2%, distance 3km: 8.4%);
Organizers (9.7% of users, 8.2% of events, 22.8%
of conversions), a cluster whose most frequent
events involved viewing or planning scheduled
activities (TF-IDF: view planned activity: 26.0%,
perform planned activity: 10.3%); Heavy lifters (4,9%)
(14.8% of users, 6.7% of events, 21.9% of
conversions), a cluster which prioritized
weightlifting (TF-IDF: 23.4%) above most other
activities, and the only cluster where the
achievement for lifting a total of 3000 kg during a
workout appeared in the top 5; Weight watchers
(the most populous cluster by far, at 47.5% of
users, 20.6% of events, 37.1% of conversions), a
cluster where the users focus on tracking their (14,8%)
weight progress more frequently than other users
(TF-IDF: 12.8%); and finally Third-party app.
users (9.1% of users, 17.5% of events, 5.9% of
conversions), denote a cluster characterized by a
high frequency of events related to third-party
devices and apps (41.9% of total events fall in this
category according to TF-IDF). The clusters and
their most frequent events are shown in Table 3.</p>
      </sec>
    </sec>
    <sec id="sec-12">
      <title>5. Discussion</title>
      <p>
        The results of our exploratory cluster analysis
led to the identification of seven distinct clusters
of gamified fitness platform users based on their
behaviours. By applying k-means clustering, a
machine learning technique, to identify these
clusters based on over one million events recorded
by 19,576 users, the results extend previous
research [
        <xref ref-type="bibr" rid="ref15 ref27 ref6 ref7">6,7,15,27</xref>
        ] that mainly relied on
selfreport tools as a basis for personalising gamified
4 “Achievement” events are generated when a user attains one of the
achievements in the gamification design.
5 The “Third-party application” event refers to events generated by
other (third-party) devices/apps (like smart watches, smart scales,
systems rather than actual behaviour [
        <xref ref-type="bibr" rid="ref16 ref18">16,18</xref>
        ]. In
order to elaborate on the contribution of this study
to the scientific debate on personalisation of
gamified systems, which is currently oriented
towards needs- and motivation-based user
typologies [
        <xref ref-type="bibr" rid="ref10 ref5 ref8 ref9">5,8–10</xref>
        ], it is important to discuss how
the exploratively identified clusters conceptually
etc.). We do not have any information about which apps users
interacted with or how they used them.
relate to these typologies, in order to examine how
certain needs can manifest themselves in
behaviours and how behaviour-based clusters
might contribute to effective tailored gamification
design, given the high predictability of future user
actions based on the identified clusters. The
conceptual discussion (see Table 4 for an
overview) is based on the most distinguishing
events of each cluster (Table 3) and the described
characteristics of the user types in the typologies.
      </p>
      <p>
        From a behavioural perspective, the Socialiser
cluster differs from the others in the prevalence of
social events. The most common event is Like
someone's workout (16.7%), probably to
encourage others after a workout and show social
appreciation for their performance. User types
driven by sociability [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ], i.e., Socializers in
Bartle's typology [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ], HEXAD [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] and
BrainHex [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] and Social motivation in Yee's
motivations [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ], are motivated by relatedness,
social connections and interaction [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] and like
social networks and social status functions
[
        <xref ref-type="bibr" rid="ref20 ref21">20,21</xref>
        ]. Thus, we argue for a first conceptual
relationship between the Socialiser cluster and
these socially-driven user types.
      </p>
      <p>
        Achievement hunters show a comparatively
dominant number of events related to attaining
inapp achievements. They over proportionally
earned achievements for 30 active minutes
(18.2%) and 3km distance (8.4%), with the most
common activity being walking (12.3%), which
might be ideal to get these achievements. Players,
described as users who are motivated by extrinsic
affirmations of their achievements [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ], are keen
on receiving virtual or real-world rewards and
incentives for their activities [
        <xref ref-type="bibr" rid="ref20 ref21">20,21</xref>
        ]. Therefore,
another link could be seen between the
Achievement hunters cluster and the
HEXAD Player, whereby we can only relate to
the HEXAD because extrinsic motivations are not
reflected in other typologies [
        <xref ref-type="bibr" rid="ref11 ref12 ref9">9,11,12</xref>
        ]. It should
be noted, however, that the causal relationship
cannot be clearly determined (i.e., it could also be
that they got to the achievements because they
mostly preferred walking rather than vice versa).
      </p>
      <p>
        Next, we see three clusters of users that best
relate to the concept of achievement through
selfimprovement [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. Associated types are described
as motivated by levelling up [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ], overcoming
challenges [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ], advancing and competition
orientation [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] and goal orientation [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] and thus
report liking features such as progress monitoring
and levels as well as challenges [
        <xref ref-type="bibr" rid="ref20 ref21">20,21</xref>
        ]. In the
clusters of Organisers, Heavy lifters, and
Generalists, we can observe different
constellations of behaviour related to these
achievement needs. Comparing the top five events
of Organizers' and Heavy lifters shows that they
record similar events, but with different
frequencies. The most common events of
Organisers are View planned activity (26.0%)
and Perform planned activity (10.3%), which
indicates a desire to plan and track activities and
progress towards goals, reflecting the long-term
orientation postulated in the BrainHex typology
[
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. In turn, the most frequent event of the Heavy
lifters is Lift weights (23.4%), followed by events
relating to planned activities, and it was the only
cluster with the achievement Lift 3000kg among
their top 5 events (3.4%), suggesting that they
might be motivated by the challenge of strenuous
physical activities and self-improvement through
planning and mastery, which fits with the
achievement-oriented user types reflected in the
HEXAD typology [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] and Yee's motivations
[
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. In comparison to Organisers, Heavy
lifters represent a more action-oriented cluster, as
they seem to be focused on mastering a specific
form of physical activity (weightlifting). At the
same time, the former performs a more diverse set
of physical activities and is more characterised by
the planning itself. Generalists are distinguished
by a more even spread of events between planning
(Perform planned activity: 19.8%, View planned
activities: 5.0%), attaining achievements (30
active minutes: 16.5%) and performing physical
activities (Power walk: 12.1%, Lift weights:
8.5%). Like Organisers and Heavy lifters, they
also seem motivated by goal-setting and challenge
but less focused on either aspect. In contrast to
these more action- and planning-oriented clusters,
Generalists seem to combine the short-term
challenge and advancement orientation [
        <xref ref-type="bibr" rid="ref12 ref14">12,14</xref>
        ]
with the long-term goal orientation [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ].
      </p>
      <p>
        The Weight watchers cluster is fascinating
because it is the most populous cluster (47.5% of
users) and, at the same time, is more difficult to
relate to existing user typologies. While it could
be argued that monitoring progress (View weight
progress: 12.8% of events) is related to an
achievement orientation [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ], the cluster lacks
events indicating goal-oriented planning [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ],
which argues against a link to existing user types.
      </p>
      <p>The Third party app. users cluster is
characterised by events that have been recorded
via appliances such as smartwatches and smart
scales. However, as we lack information on what
events were recorded in them, we cannot conclude
the specific behaviours of this cluster and thus
cannot relate them to user types.</p>
      <sec id="sec-12-1">
        <title>There are other types from existing user</title>
        <p>
          typologies, namely those driven by exploration
[
          <xref ref-type="bibr" rid="ref9">9</xref>
          ] (Explorer, Free Spirit, Seeker, Immersion),
and domination [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ] (Killer, Disruptor,
Conqueror), Philanthropists [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ] and
Survivors/Daredevils [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ] that could not be
identified in the clusters. This is likely because the
gamified fitness platform does not offer specific
features corresponding to these user types, so no
behavioural clusters emerged concerning these
needs. For Philanthropists, there was no specific
altruistic action [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ] that users could perform,
apart from liking others’ workouts, which we
deem to be more related to the social aspect.
Furthermore, there was no specific way to express
autonomy and exploration [
          <xref ref-type="bibr" rid="ref11 ref12 ref13 ref14">11–14</xref>
          ], nor to
dominate other players [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ] or disrupt their
experience [
          <xref ref-type="bibr" rid="ref11 ref12">11,12</xref>
          ]. Concerning Survivors and
Daredevils, the gamified fitness platform as a
smartphone app might not have provided intense
and thrilling experiences.
        </p>
        <p>The preceding discussion yields interesting
contributions to the debate on user typologies and
behavioural data for personalised gamification
design. First, several distinct clusters of users
driven by achievement could be identified, likely
due to the fitness platforms nature and possibly
enabled by the wide variety of motivational
affordances in the Achievement and Progression
category (Table 2). In examining the clusters, we
observed a general, action-oriented, and
planningoriented expression of achievement motivation
types, suggesting that the actual behaviour
patterns of these user types may be more nuanced
than theory would suggest. Furthermore, since the
cluster model that distinguished these three
achievement-oriented clusters outperformed
simpler models with fewer clusters,
personalisation based on these different kinds of
achievement-oriented behaviours may be more
effective than one that groups them under a single
type. This insight is fascinating and calls for
further research into the possible
multidimensionality of user types.</p>
        <p>
          Second, we illustrate the value of behavioural
data for personalised gamification design. The
Weight watchers could not be clearly linked to
existing user typologies, yet it is the most
populous cluster and exhibits distinct behavioural
patterns from other clusters. This result does not
allow conclusions to be drawn about general user
typologies, as the cluster probably results from a
particular type of monitoring that is likely to be
relevant only to fitness apps and similar platforms
rather than a more general motivation or need.
However, it does illustrate the value of basing
personalisation not only on user types but also on
actual behaviours. For example, progress statistics
and milestones may generally appeal to users with
a need for achievement [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ], while for specific
users, as the Weight watchers cluster, progress
and milestones may be primarily of interest if they
related specifically to their weight. Likewise,
users in the Heavy lifters cluster may prefer them
related to their weightlifting goals. Thus, by
clustering users based on behavioural data, the
emergent behavioural patterns can inform how a
given gamification mechanic should be
implemented to meet their psychological needs.
        </p>
      </sec>
    </sec>
    <sec id="sec-13">
      <title>6. Limitations and outlook</title>
      <p>
        The cluster of Third-party app. users was
characterised by a high frequency of events
recorded via third-party applications (41.9%).
Thus, a limitation of the present research is that
we lacked information about what those
applications were and how they were used, so it is
difficult to accurately describe this cluster and
discuss to what extent it may relate to other
clusters and user typologies. Another limitation of
the study is that we did not have self-reported data
from questionnaires on user typologies, so the
identified clusters could not be directly correlated,
but only conceptually related based on their most
characteristic behaviours (as calculated using the
TF-IDF statistic), which are merely hypotheses to
be explored in further studies. Therefore, future
research is encouraged to extend the behavioural
cluster analysis with data on user types and
correlate the self-reported responses with
observed behaviours to gain a more nuanced and
comprehensive understanding of the relationship
between needs-based user typologies and actual
behaviour. As the gamification design of the
application was not a priori based on matching
gamification mechanics with different
psychological needs, the results of the behavioural
cluster analysis, as well as the relationship to
needs-based user typologies, may be different for
other applications with different gamification
features or other target groups and domains (e.g.,
gamification in sustainability or education). For
example, the gamified fitness platform used in this
study did not include features related to
exploration and domination, which is likely the
reason why the identified behavioural clusters
could not be related to user types associated with
these motivations. In order to understand the
generalisability of the results of our cluster
analysis, further research should be conducted
using similar methods in gamified applications in
different contexts. Finally, since need-based user
types have been shown to change over time [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ],
it would be interesting to further study the
behavioural clusters' temporal context and explore
whether they are stable over time or transient.
      </p>
    </sec>
    <sec id="sec-14">
      <title>7. References</title>
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