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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>ReGammend: A method for personalized recommendation of gamification designs</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Gabriel Vasconcelos</string-name>
          <email>gabriel.vasconcelos@usp.br</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Wilk Oliveira</string-name>
          <email>wilk.oliveira@usp.br</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ana Cláudia Guimarães Santos</string-name>
          <email>anaclaudiaguimaraes@usp.br</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Juho Hamari</string-name>
          <email>juho.hamari@tuni.fi</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Gamification Group, Faculty of Information Technology and Communication Sciences, Tampere University</institution>
          ,
          <addr-line>Tampere</addr-line>
          ,
          <country country="FI">Finland</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Institute of Mathematics and Computer Science, University of São Paulo</institution>
          ,
          <addr-line>São Carlos, São Paulo</addr-line>
          ,
          <country country="BR">Brazil</country>
        </aff>
      </contrib-group>
      <fpage>85</fpage>
      <lpage>94</lpage>
      <abstract>
        <p>Gamification personalization has been increasingly investigated as an avenue to improve the effects of gamification. While currently, empirical data exist to start making evidence-based gamification design, current guidelines and methods to bridge the gap of evidence and design is lacking. To start facing this challenge, we outline a point of departure proposing the recommendation system ReGammend (recommendation system for gamification designs). The system tailor gamification design based on users' traits, contextual factors, goals, and other relevant moderating factors. The recommendation system uses information from the previous literature to recommend gamification designs with multiple game elements aiming to positively affect the positive outcomes stemming from gamification. The proposed system contributes to researchers and practitioners, providing a practical way to personalize gamification designs.</p>
      </abstract>
      <kwd-group>
        <kwd>1 Gamification design</kwd>
        <kwd>recommendation system</kwd>
        <kwd>user experience</kwd>
        <kwd>user-centered design</kwd>
        <kwd>user modeling</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>In the last decade, gamification (i.e., the design
approach of products, activities, services and
systems to create similar motivational experiences
as games usually create [1]), has increasingly
become an important research topic in different
contexts [2]–[5]. The application of gamification
in contexts such as education [6], health [7], and
government services [8], in general, seeks to
affect the user behavior, engaging them during the
use of gamified environments [9].</p>
      <p>
        Different studies indicated that applying
gamification could have positive results in the
users, as students having better learning outcomes
[
        <xref ref-type="bibr" rid="ref26 ref4">10</xref>
        ], the raise of users’ participation in fitness
courses [
        <xref ref-type="bibr" rid="ref32">11</xref>
        ], or the increase of the efficacy of
persuasive health strategies [12]. Despite the
positive results that studies have reported over the
years, a considerable number of negative or mixed
results have highlighted that gamification could
not affect all users in the same way [1], [
        <xref ref-type="bibr" rid="ref26 ref4">10</xref>
        ], [
        <xref ref-type="bibr" rid="ref50">13</xref>
        ].
With that, researchers started to search for ways
to personalize gamification and create gamified
environments that would be more suitable for the
different users’ profiles and preferences [3], [14].
      </p>
      <p>Nowadays player and user typologies are the
most investigated users’ characteristic in
personalized gamification, with indications that
the user preference over gamification designs
depends on their user types [15]. Prior research
has also indicated that the user types are dynamic
[16], what would demand from designers and
researchers a constant personalization of the
gamified systems based on these user types. This
process would be easier with the automation of the
personalization, however, albeit the considerable
number of studies that sought to personalize
gamification over the years, the automation of this
process still remains a lack in the field [3].</p>
      <p>One prominent possibility to make the process
of personalization easier for researchers and
designers could be the use of recommendation
systems (RS). RS uses prior information to create
a more suitable suggestion for the users, and have
been used especially in the e-commerce and
entertainment industry [17]. The
recommendations provided by a RS can be done
based on several aspects, such as user
demographic information or purchases historic
[18] and would help the user to find what best
suits its preferences between all the items
available [19].</p>
      <p>Thus, in the field of personalized gamification,
RS can be a useful tool to recommend
personalized designs, since they can indicate to
users the gamified activities that would better fit
to their preferences [17]. Thus, automation of
personalized gamification with RS also could help
designers implement gamification to users who
have no previous experience in the usage of
gamified systems, create a more efficient
personalization, as well as avoid asking the user
about their preferences constantly.</p>
      <p>Albeit some studies have started to seek how
to implement RS in the gamification context [17],
[20], proposals of how to implement RS to define
the gamification design remains a lack in the field.
To start to face this challenge, in this paper we
present a novel approach that is an evidence-based
RS that provide recommendations of which would
be the most suitable gamification design for each
user type, according to the users’ traits. The RS
proposed in this paper can be adapted and
plugged-in different kind of gamified systems,
thus, allowing designers and researchers to
provide automatic recommendations for
gamification design. At the same time, our work
generates insights for future studies about
dynamic recommendation of gamification designs
in terms of graphical user interface (GUI).</p>
    </sec>
    <sec id="sec-2">
      <title>2. Background and related works</title>
      <p>
        In this section, we present the main topics
addressed in this paper (i.e., personalized
gamification and RS in gamification), and the
main related works. Personalization of
gamification has shown through recent research
that people have different orientations and
preferences regarding gamification design [15],
and therefore are affected differently according to
the type of gamification design they need to use
[
        <xref ref-type="bibr" rid="ref27">21, 22</xref>
        ]. Based on these results, studies have
sought to identify the most suitable gamification
designs for each user, considering different users’
aspects (e.g., user type, age, and demographic
data) [3]. Overall, studies on gamification
personalization are focused on i) identifying the
relationships between different types of game
elements and the user profile [23], ii) evaluating
the effects of gamification personalization on the
user experience [24, 25], or iii) proposing
theoretical/conceptual models to personalize the
gamification [26].
      </p>
      <p>Albeit the different users’ characteristics that
have been investigated, the player and user
typologies have received major attention [3]. Over
the years, researchers have worked on how
different patterns could be grouped and therefore
indicate different player/user types in games and
gamification systems. These player/user types
normally are grounded in motivational or
psychological theories [27], player experiences
[28], or even neurobiological research [29]. The
choice of the player/user typology that would be
used in a personalized gamified system, can be
one major factor on the user motivation [30], and
therefore, should be an important aspect to be
considered in the development of gamified
personalized systems.</p>
      <p>One way that has recently started to be
discussed to improve the personalization of
gamification is the use of RS [17], which in short
are systems/algorithms capable of identifying
aspects of individual users and provide dynamic
recommendations (e.g., design recommendations)
[31]. RS can be classified into different
categories: i) personalized, ii) collaborative, iii)
content-based, iv) knowledge-based, and v)
evidence-based [32].</p>
      <p>The personalized recommendation systems
use user profiles and some contextual parameters
of users to provide personalized recommendations
[32]. The collaborative recommendation
systems use user-profile, some contextual
parameters, and data of the community to which
the user belongs. It recommends a similar product
to a user which other users of their community are
buying [32]. The content-based
recommendation systems use the user-profile,
contextual parameters as well as features of the
product. Based on this, it recommends the product
to the user which has the same feature as the
product he has already purchased before [32]. The
knowledge-based recommendation systems use
the user profile, contextual parameters, product
features, and knowledge models which keeps
track of certain event in users’ demographics and
accordingly do the recommendations (e.g.,
birthday recommends a certain product) [32].
Evidence-based recommendation systems use
the user profile and previews evidence collected
(e.g., results of research) [32]. Evidence-based
recommendation systems were of particular
interest to us as it allowed us to use previous
acknowledgement from the literature to provide
recommendations.</p>
      <p>Over the years, different approaches have been
used to provide dynamic adaptation of GUI in
different areas [32]–[34]. In the field of
gamification, some studies involving
recommendation also have been conducted.
Khoshkangini et al. [20] designed and
implemented a fully automated system for the
dynamic generation and recommendation of
challenges, which are personalized and
contextualized based on the preferences, history
game status, and performances of each player.
They conducted a long-running open-field
experiment (12 weeks) involving more than 400
active participants, however, they focused on
proposing recommendations for challenges in
gamified systems without proposing
recommendations for gamification design itself.</p>
      <p>Herpich et al. [35] proposed a digital picture
frame that interleaves a picture display mode with
a recommender mode to promote a healthy
lifestyle and to increase well-being of elderly
people. Although they used gamification as a
means to increase user appreciation of the system,
the authors also did not provide recommendations
directly related to gamification designs.</p>
      <p>Su et al. [36] proposed an adaptative path RS
for the teaching of geometry. The authors also
proposed and evaluated a gamified prototype
within the system. The results indicated that
personalized recommendations are important
[36], however, the authors also did not provide
recommendations related to gamification design.</p>
      <p>Tondello et al. [17] proposed a general
framework for personalized gameful applications
using RS (i.e., a framework to design RS for
gamified applications). The framework proposed
by Tondello et al. [17] does not provide a RS per
se, but it helps the community to create RS for
gamified systems.</p>
      <p>Santos et al. [15] investigated how Hexad user
types (i.e., Achiever, Disruptor, Free Spirit,
Philanthropist, Player, and Socialiser) are
associated with the preference and perceived
sense of accomplishment from different
gamification designs (Performance, Ecological,
social, Personal, and Fictional). The study
conducted by Santos et al. [15] provides insights
into which gamification designs are suitable for
each user type, however, does not provide
practical approach to implement this
personalization in gamified systems.</p>
      <p>In summary, studies on the recommendation in
gamified systems focus on personalizing system
attributes (e.g., challenges and tasks), however, do
not focus on personalizing the gamification
design, and at the same time do not present how
to automate the personalization process. At the
best of our knowledge, this is the first
evidencebased RS for gamification design. Table 1 present
a comparison between the related work.</p>
    </sec>
    <sec id="sec-3">
      <title>3. Recommendation system</title>
      <p>In this section, we present the RS proposed in
this work. The system aims to provide
recommendations of gamification designs
according to the user’s types. In summary, the RS
receives as input the user type and provide as
output, a recommendation of gamification design
for the user. An example of implementation is
presented.</p>
    </sec>
    <sec id="sec-4">
      <title>Materials and method</title>
      <p>To design the general architecture of the RS,
we used the framework proposed by Tondello et
al. [17]. This framework defines the general
inputs, processes, and outputs to implement
recommendation in gamified applications.
Tondello’s framework was of our interest
because, as far we know, is the only framework to
implement RS in gamified systems and can be
adapted for different contexts.</p>
      <p>To define/identify the users’ types, in the
example of implementation presented in our
paper, we used the Hexad framework [27], which
defines different orientations of users according to
their preferences related to interaction with
gameful applications. The Hexad framework
defines six different user types that a given user
can be (i.e., Achiever, Disruptor, Free Spirit,
Philanthropist, Player, and Socialiser). Hexad was
of special interest in our work because it is (as far
as we know) the only model for user types
identification for the gamification domain. At the
same time, it has already been validated in several
languages and is widely used in academia and
industry [37]–[39]. However, in future uses of our
RS, Hexad can be replaced by another framework
that better adapts to the application context.</p>
      <p>To define the gamification designs to be
recommended, in our example if implementation,
we used the taxonomy proposed by Toda et al.
[40]. Toda’s taxonomy defines five gamification
designs that are organized according to
motivation types and can be used to personalize
gamified environments. The taxonomy proposed
by Toda et al. [40] was especially used in our
work because it is, as far as we know, the only
taxonomy focused on proposing gamification
designs, as well as because it is already widely
used in field studies. Also, in future uses of our
RS, the taxonomy can be replaced by another that
better fits the application context.</p>
      <p>Finally, to provide recommendations for
gamification designs, in our example of
implementation, we followed an evidence-based
recommendation model, using the study
conducted by Santos et al. [15], who identified
how the different gamification designs proposed
in the taxonomy of Toda et al. [40] affect the
perceived sense of accomplishment and
preference of users according to their Hexad user
type. We used the study conducted by Santos et
al. [15] as a basis for our recommendations for
being, as far as we know, the only study that
related Hexad user types with the gamification
designs proposed by Toda et al. [40].</p>
      <p>The work was organized in two general steps:
i) RS design (general architecture) and ii) RS
implementation (example of implementation). In
the first step, the general idea of the RS was
planned according to the materials previously
described. In the second step, an example of
implementation was provided, so that it could be
used in different types of gamified systems.
3.2.
design</p>
    </sec>
    <sec id="sec-5">
      <title>Recommendation system</title>
      <p>Initially, the general RS was modeled
according to Tondello’s framework [17]. The
framework defines that a RS for gamification
should have four Inputs (User profile, Items,
Transactions, and Context), a Recommendation
model, and a Rating [17].</p>
      <p>The user profile should represent the user
information that will be taken into account during
the personalization process [17]. In our example,
we used the Hexad profile of users [37]. Items
must represent the system attributes that were
used in the personalization process [17]. In our
implementation example, we used the
gamification design types proposed by Toda et al.
[40].</p>
      <p>The Transactions must represent how the
personalization will be defined [17]. In our
implementation example, transactions are the
crossover between user types (Hexad) and
gamification designs, defined according to the
model by Santos et al. [15]. The Context must
represent the definitions made at the user level of
the system [17]. In our implementation example,
we use information from the system
administrator, who can make settings related to
the type of personalization they want
(accomplishment-based recommendation or
preference-based recommendation).</p>
      <p>The Recommendation must be the algorithm
itself, where personalization is processed [17]. In
our implementation example, we used an
evidence-based algorithm to provide the
gamification design recommendation according
to the results of the study by Santos et al. [15].
Finally, Ratings are the recommendations
generated by the algorithm [17]. In our
implementation example, ratings are the
gamification design recommendations that should
appear in the user interface. Despite the examples
used/suggested in this study (e.g., Hexad [27],
Toda’s framework [40], and Santos’s
recommendations [15]), the proposed RS is
independent of these examples and can be adapted
according to different needs. Figure 1 presents the
general structure for our RS.</p>
      <p>Finally, the RS was defined in nine
components: i) User, ii) Admin, iii) User profile,
iv) User modeling unit, v) User model, vi) System
database, vii) Admin settings, viii) Content
managing unit, and ix) User object (UO):
User: the user is the person who will use the
gamification system. The system can identify
the trait, for instance, the user can answer a
questionnaire (Hexad in our example) to
provide their user type to the system (as input)
and will receive the personalized system with
the most appropriate gamification designs for
their profile (as output).
• Admin: The admin is responsible for
managing the gamification system. It chooses
which parameter to take into account when
recommending a design. In the example of
implementation provided in our work, the
admin may choose between “user preference”
or “user perceived sense of accomplishment”
to the algorithm provide the recommendation.
• User profile: The user profile consists of
the answers to the questionnaire.
• User modeling unit: The user modeling
unit is the unit responsible for processing the
user’s answers provided in the questionnaire.
It returns the scores for each user type (e.g.,
Disruptor, Free Spirit, Achiever, Player,
Socialiser, and Philanthropist) when using
Hexad.
• User model: The user model is
responsible to stores the information returned
by the User modeling unit. Therefore, it
contains the scores of each user type.
• System database: The system database
contains data about previous study’ users so
that the collaborative RS can compare them to
the current user. Also contains the results
obtained from the previous study and the
variety of possible gamification designs.
• Admin settings: The admin settings store
information about which parameter the admin
wants to use for recommending gamification
designs.
• Content managing unit: The content
managing unit manages all the information
coming from the User Model, System
database, and Admin settings. It processes data
to provide a rating for each possible
gamification design. Returns the best design
rating for the UO.
• User object (UO): Contains the
recommended gamification design for the
current user.</p>
      <p>All of the RS components can be changed as per
system needs. In other words, where we use
Hexad as a framework to identify user types,
another framework that is more appropriate for
each context type can be used (e.g., BrainHex
[29], Bartle’s Archetypes [28]). Where we are
using Toda’s taxonomy to define gamification
designs [40], other more context-appropriate
taxonomies can be used. Where we are using the
study by Santos et al. [15] to define transactions,
other evidence-based information can be used.</p>
      <p>Figure 2 present the general RS architecture.</p>
    </sec>
    <sec id="sec-6">
      <title>3.3. Example of implementation</title>
      <p>To provide a RS easily interpretable and
incremental, we implemented an example for the
RS in JavaScript (programming language highly
compatible with different types of web systems).
The system was register National Institute of
Industrial Property of Brazil. The current version
of the system can be found in a GitHub repository
with a commercial license2.</p>
      <p>Initially, following the architecture presented
in Figure 2, the User Modeling Unit was
implemented. Each user type is represented in an
array. Another array is created to represent
possible choices as to the type of recommendation
(i.e., accomplishment-based or preference-based
recommendation). Another array is created to
represent each dominant user’s type. Finally, the
last array is created to represent the
recommendations possibilities (i.e., the available
designs to be recommended). The User Modeling
Unit is presented in the Code 1.</p>
      <sec id="sec-6-1">
        <title>Code 1</title>
        <p>User Modeling Unit representation
const userSchema = Schema({
userTypes: Array,
choiceRecommendationType:
Array,
dominantTypes: Array,
recommendation: Array
});</p>
        <p>To implement the recommendations (based on
Santos et al. [15]), two three-dimensional
matrixes were created, representing the ß-value
and the P-value, accordingly to the following
indexation:
recommendationTable[UserType][Criterion
][Design]. In an example, considering the Code
2, to get the ß-value of the Philanthropist’s
preference for the social design, we have
following processing, BTable[0][1][4].
2 Link to access the code:
https://github.com/kibonusp/rsgamification-design</p>
      </sec>
      <sec id="sec-6-2">
        <title>Code 2</title>
        <p>Content Managing Unit representation
const createRecommendation = async
(req, res) =&gt; {</p>
        <p>const user = await
userModel.findById(req.params.user_id
); // The User Model of a specific
user is taken
const accomplishment = []
const preference = [] // Two
arrays are created to store the
recommendations for both criteria
for (userType of
user.dominantTypes) {</p>
        <p>let
recommendation_based_accomplishment =
maxIndexBPTable
(recommendationModel.BTable[userType]
[0],
recommendationModel.PTable[userType][
0]);</p>
        <p>let
recommendation_based_preference =
maxIndexBPTable(recommendationModel.B
Table[userType][1],
recommendationModel.PTable[userType][
1]);
accomplishment.push(recommendation_ba
sed_accomplishment);
preference.push(recommendation_based_
preference); // Add recommendation
to respective arrays
}
const recommendation =
[accomplishment, preference]</p>
        <p>return recommendation;
}</p>
        <p>Finally, the function maxIndexBPTable get the
indexes which the value of ß-value is maximum,
get the most significant p-value and provide the
recommendation.</p>
      </sec>
    </sec>
    <sec id="sec-7">
      <title>4. Agenda for future studies</title>
      <p>In this section, we present the work limitations,
as well, an agenda for further studies. Our work
contributes to the field of gamification design,
providing a RS able to be adapted and plugged in
general gamified systems. However, we have
some limitations, which create the possibility to
propose future studies that would further the
knowledge in the field. Firstly, in our work we did
not evaluate the RS. Therefore, future studies
should evaluate the system in terms of
recommendation effects (considering users
preference and perceived sense of
accomplishment), as well as plug the RS in
different systems and evaluate its efficacy in
provide the personalized gamification. Future
studies also can compare the users’ experiences
when using a personalized (with the RS) and a
non-personalized (without the RS) version of the
gamified system.</p>
      <p>Recent studies have pointed out that using one
single user characteristic to personalize
gamification might not be sufficient to create a
suitable gamified system for the users [30], since
they have different characteristics that could
influence the use of the gamified system [3].
Other aspects such as demographic information,
gaming habits or personality traits can be
addressed in future studies about RS, to
investigate how the multiple user characteristics
(besides only user traits) can be combined into
different recommendations for gamification
designs.</p>
      <p>Different studies have pointed out that the use
of questionnaires to assess the user type present
some limitations, as for example random
responses [41] or missing data [3]. Also,
measuring the user type only in the first system
use, might not be the best option since their profile
can change over time [16], [28]. Future studies
can adapt the RS to predict the user type based on
user behavior data or their first answer to the
questionnaire. In this way, the RS could provide
recommendations that would be adapted to the
user changes.</p>
      <sec id="sec-7-1">
        <title>Study proposal</title>
        <sec id="sec-7-1-1">
          <title>Studies to evaluate recommendation effects</title>
        </sec>
        <sec id="sec-7-1-2">
          <title>Studies comparing the</title>
          <p>personalized and not
personalized
recommendation</p>
        </sec>
        <sec id="sec-7-1-3">
          <title>Improvement of the RS to create personalization based on multiple users' characteristics</title>
        </sec>
        <sec id="sec-7-1-4">
          <title>Studies adapting the RS to predict the user type</title>
        </sec>
        <sec id="sec-7-1-5">
          <title>Studies about the impact</title>
          <p>of the context in the
recommendations</p>
        </sec>
        <sec id="sec-7-1-6">
          <title>Improvement of the RS to create recommendations for game elements</title>
        </sec>
      </sec>
      <sec id="sec-7-2">
        <title>Motivation</title>
        <sec id="sec-7-2-1">
          <title>Validation of the RS</title>
        </sec>
      </sec>
      <sec id="sec-7-3">
        <title>Type of study</title>
        <sec id="sec-7-3-1">
          <title>Experimental</title>
        </sec>
        <sec id="sec-7-3-2">
          <title>Validation of the RS</title>
        </sec>
        <sec id="sec-7-3-3">
          <title>Experimental</title>
        </sec>
        <sec id="sec-7-3-4">
          <title>Improvement of the</title>
          <p>recommendations</p>
        </sec>
        <sec id="sec-7-3-5">
          <title>Exploratory and empirical</title>
        </sec>
        <sec id="sec-7-3-6">
          <title>Improvement of the</title>
          <p>recommendations</p>
        </sec>
        <sec id="sec-7-3-7">
          <title>Exploratory and empirical</title>
        </sec>
        <sec id="sec-7-3-8">
          <title>Improvement of the recommendations</title>
        </sec>
        <sec id="sec-7-3-9">
          <title>Improvement of the recommendations</title>
        </sec>
        <sec id="sec-7-3-10">
          <title>Exploratory and surveys</title>
        </sec>
        <sec id="sec-7-3-11">
          <title>Exploratory</title>
        </sec>
      </sec>
      <sec id="sec-7-4">
        <title>Contribution</title>
        <sec id="sec-7-4-1">
          <title>Generation of evidences that automation of gamification could be done through RS</title>
        </sec>
        <sec id="sec-7-4-2">
          <title>Generation of evidences that automation of gamification could be done through RS</title>
        </sec>
        <sec id="sec-7-4-3">
          <title>Further the literature on how to create RS to automation of gamification</title>
        </sec>
        <sec id="sec-7-4-4">
          <title>Further the literature on</title>
          <p>how to create RS to
automation of gamification</p>
        </sec>
        <sec id="sec-7-4-5">
          <title>Further the literature on</title>
          <p>how to create RS to
automation of gamification</p>
        </sec>
        <sec id="sec-7-4-6">
          <title>Further the literature on how to create RS to automation of gamification</title>
          <p>In this version of the RS, we also did not
consider the context of application, creating a RS
that could be used regardless domain. The context
can play an important role in the effectiveness of
gamification [30], and prior research have
indicated that studies about how the context
impact the success of the implementation of
gamification strategies, are a gap in the field [1],
[3], [16]. Future studies can use and adapt the RS
to specific domains and evaluate if the
recommendations fit the user preferences, and
therefore, positively affecting their behavior.</p>
          <p>Finally, in this work we propose a RS based on
gamification designs. To provide these
recommendations it was possible to find only one
study in the literature that related the Hexad user
types with gamification designs [15]. Therefore, it
was not possible to provide individual game
elements recommendations for the users or create
recommendations based in different studies. Since
there is a large number of studies that relates the
Hexad user types with the game elements
individually (see [3] for a review), future studies
can improve our RS using prior research to
provide recommendations for individual game
elements for the users. These evaluations and
comparisons studies would provide the field with
more evidence-based that the RS could be an
option to personalize gamification. Table 2
summarize the agenda for future studies.</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-8">
      <title>5. Final remarks</title>
      <p>In this study, we propose a RS for gamification
designs, capable of recommending gamification
designs according to the user type. Thus, we
contribute to academia and to the industry. In
future work, we aim to improve the RS, provide
recommendations based on other user
characteristics.</p>
    </sec>
    <sec id="sec-9">
      <title>6. References</title>
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