<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Combining Personalization, Tailoring, Persuasive Design and Gamification - Where Do We Stand?</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Heidi Enwald</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Information Studies, Åbo Akademi University</institution>
          ,
          <addr-line>Tuomiokirkontori 3, FI-20500 Turku, Finland ORCID: 0000-0003-1953-2157</addr-line>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Information Studies</institution>
          ,
          <addr-line>P.O.Box 8000</addr-line>
          ,
          <institution>FI-90014 University of Oulu</institution>
          ,
          <addr-line>Oulu</addr-line>
          ,
          <country country="FI">Finland</country>
        </aff>
      </contrib-group>
      <kwd-group>
        <kwd>Gamification</kwd>
        <kwd>personalization</kwd>
        <kwd>persuasive system design</kwd>
        <kwd>tailoring</kwd>
        <kwd>user-centered design</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>The same one-size-fits-all dilemma, and the idea of taking personal characteristics
into account in attempts to change behavior, have arisen in different research fields.
This position paper explores this phenomenon and highlights the opportunities for
interdisciplinary approaches.</p>
      <p>
        Most of the gamified applications are designed with a one-size-fits-all approach,
which assumes that individuals are a homogenous group that reacts similarly to game
elements [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Recent empirical results have shown that in gamification personalized
approaches can potentially achieve better results than generic approaches [
        <xref ref-type="bibr" rid="ref2 ref3">2,3</xref>
        ].
Furthermore, in persuasive system design the key challenge in many cases is that the target
audiences are large and heterogeneous, and users differ in their goals, needs, habits and
preferences. The importance of understanding the individual user in designing
persuasive systems have been highlighted already for a while (e.g., [
        <xref ref-type="bibr" rid="ref4 ref5 ref6 ref7 ref8 ref9">4-9</xref>
        ]). To continue, the
dilemma has also been observed in health communication and taking individual
characteristics into account is the fundamental idea of tailoring health communication in
digital services and applications (see e.g., [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]).
      </p>
      <p>Altogether, these research approaches share common aspects of aiming at
influencing attitude and behavior, increasing end-user engagement and adherence and making
the content more relevant and interesting for the user. The most often used concepts for
taking personal characteristics into account are personalizing and tailoring. However,
these concepts might also mean different things in different research fields and this can
sometimes be confusing. Through approaching the same phenomenon from different
angles, concepts such as tailored gamification, tailored persuasive gamification,
personalized gamification, personalized gamification systems, personalized gameful
applications, persuasive game design and gamified persuasive system design have
emerged.</p>
    </sec>
    <sec id="sec-2">
      <title>Background</title>
      <p>
        Gamification, that by Kapp [11, p.10] is “using game-based mechanics, aesthetics and
game thinking to engage people, motivate action, promote learning, and solve
problems”, aims to improve individuals' motivation to perform tasks by making those
mundane tasks more playful. According to Knutas et al. [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] “personalization is an
upcoming trend in gamification research, with several researchers proposing that gamified
systems should take personal characteristics into account”. Orji and her colleagues have
investigated applying this to health games referring the approach as “tailoring
persuasive games” already at years 2013 and 2014 [
        <xref ref-type="bibr" rid="ref13 ref14">13,14</xref>
        ].
      </p>
      <p>
        Furthermore, based on a systematic analysis of gamified health behavior change
support system literature Alahäivälä and Oinas-Kukkonen [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] state that “future health
gamification should pay more attention to the user context and provide tailored services
for different needs. For example, some people might dislike the idea of competition,
while others see it as motivating. For future research, it is essential to pay attention to
the participant demographics: age, gender, experiences with technology and games,
attitudes, and lifestyles all may potentially have an impact on the outcomes.”
      </p>
      <p>
        Some characteristics and preferences that have already been discussed in the
literature are e.g., user preferences (e.g., [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]), personality (e.g., [
        <xref ref-type="bibr" rid="ref17 ref18">17,18</xref>
        ]), learning styles in
educational context (e.g., [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ]) and player types (e.g., [
        <xref ref-type="bibr" rid="ref17 ref20 ref21 ref22">17, 20-22</xref>
        ]).
      </p>
      <p>
        Personality trait models can be understood as a high-level conceptualization of
individual differences not focused on any specific domain or behavior, whereas player type
models are more specific and focused on the differences of individuals' behavior and
attitudes in relation to game elements and game applications [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ]. In some studies
personality traits have also been referred as user types (e.g., [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]). In addition, it has been
stated that there is a need for distinguishing between types of players and play styles
[
        <xref ref-type="bibr" rid="ref24">24</xref>
        ]. Nacke and Deterding [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] argue that little is still known about the effectiveness of
designing with player types in mind, let alone individual differences beyond them.
Tailoring gamification based on player types can, however, be seen as the first step towards
personalization [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ].
3
      </p>
    </sec>
    <sec id="sec-3">
      <title>Discussion</title>
      <p>
        According to Martin &amp; Kwaku [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ] “gamified persuasive system design refers to
design solutions at the intersection of gamification and persuasive technology aiming at
influencing attitude and behavior change”. Despite of the amount of research on both
of the issues, the results are often mixed and highly context specific. Generally
speaking, research on personalized gamification systems is still in its infancy, with only few
studies on the design of such systems (e.g., [
        <xref ref-type="bibr" rid="ref21 ref26">21,26</xref>
        ]). Martin and Kwaku [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ] argue that
“we believe that design solutions at the intersection of gamification and persuasive
technology reveal promising potential. Solutions such as the consideration of different
types of persuasive messages within gamified environments, particularly in
combination with the gamification feedback mechanic, have often been neglected.”
      </p>
      <p>
        Knutas et al. [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] highlight also the difference between adaptive gamification, which
is the gamified system reacting to different situations, and personalized gamification,
“which is the system being able to respond more structurally to the situation and the
characteristics of individual users”. I think that maybe in the future we shall see also
adaptive personalized gamification attempts.
      </p>
      <p>The main point of this position paper is to remind us, that there is no need to reinvent
the wheel. Learn what is already known and done in other research fields and be brave
in aiming at multidisciplinary or even interdisciplinary research approaches.</p>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          1.
          <string-name>
            <surname>Jia</surname>
            ,
            <given-names>Y.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Xu</surname>
            ,
            <given-names>B.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Karanam</surname>
            ,
            <given-names>Y.</given-names>
          </string-name>
          &amp;
          <string-name>
            <surname>Voida</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          :
          <article-title>Personality-targeted gamification: A Survey study on personality traits and motivational affordances</article-title>
          .
          <source>InCHI '16. ACM</source>
          ,
          <year>2001</year>
          -
          <fpage>2013</fpage>
          (
          <year>2016</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          2.
          <string-name>
            <surname>Nacke</surname>
            ,
            <given-names>L.E.</given-names>
          </string-name>
          &amp;
          <string-name>
            <surname>Deterding</surname>
            ,
            <given-names>S.:</given-names>
          </string-name>
          <article-title>The maturing of gamification research</article-title>
          .
          <source>Computers in Human Behavior</source>
          ,
          <volume>71</volume>
          ,
          <fpage>450</fpage>
          -
          <lpage>454</lpage>
          (
          <year>2017</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref3">
        <mixed-citation>
          3.
          <string-name>
            <surname>Tondello</surname>
            ,
            <given-names>G.F.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Orji</surname>
            ,
            <given-names>R.</given-names>
          </string-name>
          &amp;
          <string-name>
            <surname>Nacke</surname>
            ,
            <given-names>L.E.</given-names>
          </string-name>
          :
          <article-title>Recommender systems for personalized gamification</article-title>
          .
          <source>In Proceedings of 25th Conference on User Modeling, Adaptation and Personalization</source>
          , UMAP'
          <fpage>17</fpage>
          , Bratislava, Slovakia (
          <year>2017</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref4">
        <mixed-citation>
          4.
          <string-name>
            <surname>Oinas-Kukkonen</surname>
          </string-name>
          , H.:
          <article-title>Behavior change support systems: A research model and agenda</article-title>
          . Lecture Notes in Computer Science, Persuasive,
          <volume>6137</volume>
          ,
          <fpage>4</fpage>
          -
          <lpage>14</lpage>
          . Springer-Verlag, Keynote Paper (
          <year>2010</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref5">
        <mixed-citation>
          5.
          <string-name>
            <surname>Berkovsky</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Freyne</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          &amp;
          <string-name>
            <surname>Oinas-Kukkonen</surname>
          </string-name>
          , H.:
          <article-title>Influencing individually: Fusing personalization and persuasion</article-title>
          .
          <source>The ACM Transactions on Interactive Intelligent Systems</source>
          <volume>2</volume>
          (
          <issue>2</issue>
          ), article
          <volume>9</volume>
          (
          <year>2012</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref6">
        <mixed-citation>
          6.
          <string-name>
            <surname>Kaptein</surname>
            ,
            <given-names>M.C.</given-names>
          </string-name>
          :
          <article-title>Personalized persuasion in ambient intelligence</article-title>
          .
          <source>PhD Thesis</source>
          , Eindhoven University of Technology, The Netherlands. Available at: http://www.mauritskaptein.com/wp-content/uploads/2010/12/PersonalizedPersuasion_MauritsKaptein.pdf (
          <year>2012</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref7">
        <mixed-citation>
          7.
          <string-name>
            <surname>Kaptein</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          &amp;
          <string-name>
            <surname>Eckles</surname>
            ,
            <given-names>D.</given-names>
          </string-name>
          :
          <article-title>Heterogeneity in the effects of online persuasion</article-title>
          .
          <source>Journal of Interactive Marketing</source>
          ,
          <volume>26</volume>
          ,
          <fpage>176</fpage>
          -
          <lpage>188</lpage>
          (
          <year>2012</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref8">
        <mixed-citation>
          8.
          <string-name>
            <surname>Busch</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Schrammel</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          &amp;
          <string-name>
            <surname>Tscheligi</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          :
          <article-title>Personalized persuasive technology - development and validation of scales for measuring persuadability</article-title>
          .
          <source>Persuasive Technology - Lecture Notes in Computer Science</source>
          ,
          <volume>7822</volume>
          ,
          <fpage>33</fpage>
          -
          <lpage>38</lpage>
          (
          <year>2013</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref9">
        <mixed-citation>
          9.
          <string-name>
            <surname>Kaptein</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          &amp;
          <string-name>
            <surname>Halteren van</surname>
          </string-name>
          , A.:
          <article-title>Adaptive persuasive messaging to increase service retention: using persuasion profiles to increase the effectiveness of email reminders</article-title>
          .
          <source>Personal and Ubiquitous Computing</source>
          ,
          <volume>17</volume>
          ,
          <fpage>1173</fpage>
          -
          <lpage>1185</lpage>
          (
          <year>2013</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref10">
        <mixed-citation>
          10.
          <string-name>
            <surname>Enwald</surname>
          </string-name>
          , H.:
          <article-title>Tailoring health communication: the perspective of information users' health information behaviour in relation to their physical health status</article-title>
          .
          <source>Acta Universitatis Ouluensis. Series B, Humaniora</source>
          <volume>118</volume>
          .
          <source>PhD Thesis</source>
          , Information Studies, University of Oulu, Oulu. Finland. Available at: http://urn.fi/urn:isbn:
          <volume>9789526202792</volume>
          (
          <year>2013</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref11">
        <mixed-citation>
          11.
          <string-name>
            <surname>Kapp</surname>
            ,
            <given-names>K.M.:</given-names>
          </string-name>
          <article-title>The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education</article-title>
          . San Francisco, CA,
          <string-name>
            <surname>Pfeiffer</surname>
          </string-name>
          (
          <year>2012</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref12">
        <mixed-citation>
          12.
          <string-name>
            <surname>Knutas</surname>
            , A., van Roy,
            <given-names>R.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Hynninen</surname>
            ,
            <given-names>T.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Granato</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Kasurinen</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          &amp;
          <string-name>
            <surname>Ikonen</surname>
            ,
            <given-names>J.:</given-names>
          </string-name>
          <article-title>A process for designing algorithm-based personalized gamification</article-title>
          .
          <source>Multimedia Tools and Applications</source>
          ,
          <volume>78</volume>
          ,
          <fpage>13593</fpage>
          -
          <lpage>13612</lpage>
          (
          <year>2019</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref13">
        <mixed-citation>
          13.
          <string-name>
            <surname>Orji</surname>
            ,
            <given-names>R</given-names>
          </string-name>
          , Mandryk,
          <string-name>
            <given-names>R.L.</given-names>
            ,
            <surname>Vassileva</surname>
          </string-name>
          ,
          <string-name>
            <given-names>J.</given-names>
            &amp;
            <surname>Gerling</surname>
          </string-name>
          ,
          <string-name>
            <surname>K.M.:</surname>
          </string-name>
          <article-title>Tailoring persuasive health games to gamer type</article-title>
          ,
          <source>in Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (ACM</source>
          ,
          <year>2013</year>
          ),
          <fpage>2467</fpage>
          -
          <lpage>2476</lpage>
          (
          <year>2013</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref14">
        <mixed-citation>
          14.
          <string-name>
            <surname>Orji</surname>
            ,
            <given-names>R.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Mandryk</surname>
            ,
            <given-names>R.L.</given-names>
          </string-name>
          &amp;
          <string-name>
            <surname>Vassileva</surname>
            <given-names>J.:</given-names>
          </string-name>
          <article-title>Selecting effective strategies for tailoring persuasive health games to gamer types, Graphics, Animation</article-title>
          and New Media Conference, At Ottawa, ON, Canada (
          <year>2014</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref15">
        <mixed-citation>
          15.
          <string-name>
            <surname>Alahäivälä</surname>
            ,
            <given-names>T.</given-names>
          </string-name>
          &amp;
          <string-name>
            <surname>Oinas-Kukkonen</surname>
          </string-name>
          , H.:
          <article-title>Understanding persuasion contexts in health gamification: A systematic analysis of gamified health behavior change support system literature</article-title>
          .
          <source>International Journal of Medical Informatics</source>
          ,
          <volume>96</volume>
          ,
          <fpage>62</fpage>
          -
          <lpage>70</lpage>
          (
          <year>2016</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref16">
        <mixed-citation>
          16.
          <string-name>
            <surname>Tondello</surname>
            ,
            <given-names>G</given-names>
          </string-name>
          , Mora,
          <string-name>
            <given-names>A.</given-names>
            &amp;
            <surname>Nacke</surname>
          </string-name>
          ,
          <string-name>
            <surname>L.</surname>
          </string-name>
          :
          <article-title>Elements of gameful design emerging from user preferences. Proceedings of the annual symposium on computer-human interaction in play</article-title>
          ,
          <source>CHI PLAY '17</source>
          , Amsterdam, Netherlands,
          <fpage>129</fpage>
          -
          <lpage>142</lpage>
          (
          <year>2017</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref17">
        <mixed-citation>
          17.
          <string-name>
            <surname>Orji</surname>
            ,
            <given-names>R.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Nacke</surname>
            ,
            <given-names>L.</given-names>
          </string-name>
          &amp;
          <string-name>
            <surname>DiMarco</surname>
            ,
            <given-names>C.</given-names>
          </string-name>
          :
          <article-title>Towards personality-driven persuasive health games and gamified systems</article-title>
          .
          <source>Proceedings of SIGCHI conference</source>
          ,
          <volume>1015</volume>
          -
          <fpage>1027</fpage>
          (
          <year>2017</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref18">
        <mixed-citation>
          18.
          <string-name>
            <surname>Stuart</surname>
            ,
            <given-names>H.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Serna</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Marty</surname>
            ,
            <given-names>J.C.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Lavoué</surname>
            ,
            <given-names>G.</given-names>
          </string-name>
          &amp;
          <string-name>
            <surname>Lavoué</surname>
            ,
            <given-names>E.</given-names>
          </string-name>
          :
          <article-title>Factors to consider for tailored gamification</article-title>
          .
          <article-title>Proceedings of the annual symposium on computer-human interaction in play</article-title>
          , CHI Play '
          <volume>19</volume>
          ,
          <string-name>
            <surname>Barcelona</surname>
          </string-name>
          , Spain,
          <fpage>559</fpage>
          -
          <lpage>572</lpage>
          (
          <year>2019</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref19">
        <mixed-citation>
          19.
          <string-name>
            <surname>Buckley</surname>
            ,
            <given-names>P.</given-names>
          </string-name>
          &amp;
          <string-name>
            <surname>Doyle</surname>
            ,
            <given-names>E.</given-names>
          </string-name>
          :
          <article-title>Individualising gamification: An investigation of the impact of learning styles and personality traits on the efficacy of gamification using a prediction market</article-title>
          .
          <source>Computers &amp; Education</source>
          ,
          <volume>106</volume>
          ,
          <fpage>43</fpage>
          -
          <lpage>55</lpage>
          (
          <year>2017</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref20">
        <mixed-citation>
          20.
          <string-name>
            <surname>Orji</surname>
            ,
            <given-names>R.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Mandryk</surname>
            ,
            <given-names>R.L.</given-names>
          </string-name>
          &amp;
          <string-name>
            <surname>Vassileva J.:</surname>
          </string-name>
          <article-title>Improving the efficacy of games for change using personalization models</article-title>
          .
          <source>ACM Transactions on Computer-Human Interaction (TOCHI)</source>
          ,
          <volume>24</volume>
          (
          <issue>5</issue>
          ),
          <volume>32</volume>
          (
          <year>2017</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref21">
        <mixed-citation>
          21.
          <string-name>
            <surname>Orji</surname>
            ,
            <given-names>R.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Tondello</surname>
            ,
            <given-names>G.F.</given-names>
          </string-name>
          &amp;
          <string-name>
            <surname>Nacke</surname>
            ,
            <given-names>L.E.</given-names>
          </string-name>
          :
          <article-title>Personalizing persuasive strategies in gameful systems to gamification user types. The ACM CHI conference on human factors in computing systems</article-title>
          . Montreal, QC, Canada (
          <year>2018</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref22">
        <mixed-citation>
          22.
          <string-name>
            <surname>Lopez</surname>
            ,
            <given-names>C.E.</given-names>
          </string-name>
          &amp;
          <string-name>
            <surname>Tucker</surname>
            ,
            <given-names>C.S.:</given-names>
          </string-name>
          <article-title>The effect of player type on performance: A gamified case study</article-title>
          .
          <source>Computers in Human Behavior</source>
          ,
          <volume>91</volume>
          ,
          <fpage>333</fpage>
          -
          <lpage>345</lpage>
          (
          <year>2019</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref23">
        <mixed-citation>
          23.
          <string-name>
            <surname>Busch</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Mattheiss</surname>
            ,
            <given-names>E.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Orji</surname>
            ,
            <given-names>R.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Fröhlich</surname>
            ,
            <given-names>P.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Lankes</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          &amp;
          <string-name>
            <surname>Tscheligi</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          :
          <article-title>Player type models - towards empirical validation</article-title>
          .
          <source>Proceedings of the 2016 CHI conference extended abstracts on human factors in computing systems</source>
          , 1835-
          <fpage>1841</fpage>
          (
          <year>2016</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref24">
        <mixed-citation>
          24.
          <string-name>
            <surname>Hamari</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          &amp;
          <string-name>
            <surname>Tuunanen</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          :
          <article-title>Player types: a meta-synthesis</article-title>
          .
          <source>Transactions of the Digital Games Research Association</source>
          ,
          <volume>1</volume>
          (
          <issue>2</issue>
          ),
          <fpage>29</fpage>
          -
          <lpage>53</lpage>
          (
          <year>2014</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref25">
        <mixed-citation>
          25.
          <string-name>
            <surname>Martin</surname>
            ,
            <given-names>B.</given-names>
          </string-name>
          &amp;
          <string-name>
            <surname>Kwaku</surname>
            ,
            <given-names>Y.A.</given-names>
          </string-name>
          :
          <article-title>Designing at the intersection of gamification and persuasive technology to incentivize energy-saving</article-title>
          . In:
          <string-name>
            <surname>Pappas</surname>
            <given-names>I.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Mikalef</surname>
            <given-names>P.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Dwivedi</surname>
            <given-names>Y.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Jaccheri</surname>
            <given-names>L.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Krogstie</surname>
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Mäntymäki</surname>
            <given-names>M</given-names>
          </string-name>
          .
          <article-title>(eds) Digital Transformation for a Sustainable Society in the 21st Century</article-title>
          .
          <source>I3E 2019. Lecture Notes in Computer Science</source>
          , vol
          <volume>11701</volume>
          . Springer, Cham (
          <year>2019</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref26">
        <mixed-citation>
          26.
          <string-name>
            <surname>Böckle</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Micheel</surname>
            ,
            <given-names>I.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Bick</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          &amp;
          <string-name>
            <surname>Novak</surname>
            ,
            <given-names>J.:</given-names>
          </string-name>
          <article-title>A design framework for adaptive gamification applications</article-title>
          .
          <source>Proceedings of the 51st Hawaii International Conference on System Sciences</source>
          ,
          <fpage>1227</fpage>
          -
          <lpage>1236</lpage>
          (
          <year>2018</year>
          ).
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>