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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Designing tailored gamification: A mixed-methods study on expert perspectives and user behavior in a gamified app for sustainability at work</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Jeanine Krath</string-name>
          <email>jkrath@uni-</email>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ana Carolina Tomé Klock</string-name>
          <email>ana.tomeklock@tuni.fi</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Benedikt Morschheuser</string-name>
          <email>benedikt.morschheuser@fau.de</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Nikoletta-Zampeta Legaki</string-name>
          <email>zampeta.legaki@tuni.fi</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Solip Park</string-name>
          <email>solip.park@aalto.fi</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Harald F. O. von Korflesch</string-name>
          <email>harald.vonkorflesch@uni-</email>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Juho Hamari</string-name>
          <email>juho.hamari@tuni.fi</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Aalto University</institution>
          ,
          <addr-line>Otakaari 1B, 02150 Espoo</addr-line>
          ,
          <country country="FI">Finland</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Friedrich-Alexander-Universität Erlangen-Nürnberg</institution>
          ,
          <addr-line>Schlossplatz 4, 91054 Erlangen</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Tampere University</institution>
          ,
          <addr-line>Kalevantie 4, 33100 Tampere</addr-line>
          ,
          <country country="FI">Finland</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>University of Koblenz</institution>
          ,
          <addr-line>Universitaetsstrasse 1, Koblenz, 56070</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>The establishment of the Sustainable Development Goals (SDGs) has put the transition to a sustainable society on the global agenda. In this respect, gamification has gained increasing attention as a tool for companies to motivate employees to adopt sustainable behaviors. Specifically, adapting gamification design to the preferences and needs of individual users has been strongly advocated. However, knowledge of personalized gamification design is largely based on conceptual assumptions and self-reported preferences. It remains thus unclear whether actual behavior of different user types matches theoretical conjectures and how user typologies can drive successful gamification design in sustainability contexts. This work addresses this gap by evaluating the design of a gamified app for sustainability at work by comparing expert evaluation (n=10) and analysis of actual user behavior (n=37) of different Hexad player types over a two-month period. In juxtaposing expert opinions and user behavior, our results reveal that actual user behavior greatly differs from expert suggestions and theoretical assumptions. Our results contribute to future research on tailored gamification by questioning the current state of tailored design theory mainly driven by self-report and pointing to the relevance of the context and non-stereotypical approaches for future personalization efforts.</p>
      </abstract>
      <kwd-group>
        <kwd>1 Sustainability</kwd>
        <kwd>tailored gamification</kwd>
        <kwd>personalization</kwd>
        <kwd>player types</kwd>
        <kwd>behavior</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Societies’ consumption and production
patterns (e.g., resource and energy efficiency)
demand fundamental changes towards achieving
global sustainable development [1]. In this sense,
game-like experiences’ potential to motivate
individuals in adopting more sustainable ways of
living makes gamification a promising tool to
facilitate behavioral changes [2]. Still, previous
studies have also pointed to mixed results [
        <xref ref-type="bibr" rid="ref3">3,4</xref>
        ]
that may be attributed to a lack of considering
individuals’ motivational needs and preferences,
as a single gamification design solution cannot be
expected to suit every person and situation [5].
While multiple studies investigated the effects of
tailored gamification, especially regarding play
preferences (e.g., Hexad player types [6]) in
educational settings, these outcomes mostly rely
on self-report through surveys, whose collected
data might be inaccurate or even missing [7].
      </p>
      <p>
        Therefore, this work draws on two approaches
(expert evaluation and user behavior analysis) to
investigate the design of a gamified app for
sustainability at work. This mobile app was
developed based on design science [
        <xref ref-type="bibr" rid="ref17">8</xref>
        ] and
evaluated following the Hexad player typology on
two levels (i.e., experts and employees). Our
research goal is to compare expert opinions and
actual user behavior to derive triangulated
insights into personalized gamification design for
sustainability in workplaces. Accordingly, the
research questions that guide this work are: RQ1)
How do gamification experts perceive different
game elements in a gamified app for sustainability
at work to appeal to Hexad player types? and
RQ2) How do employees, who have been
identified according to Hexad player types, use
different game elements in a gamified app for
sustainability at work? Our results provide
valuable insights into experts’ perceptions and
users’ behavior on designing tailored gamification
in sustainability contexts. At the same time, it also
discusses commonalities and differences between
these two levels to contribute to advancing the
field by linking existing theoretical knowledge on
tailored gamification and its practical observation
in the sustainability context.
      </p>
    </sec>
    <sec id="sec-2">
      <title>2. Background</title>
      <p>Gamification (using game elements to promote
utilitarian goals by hedonic experiences [5]) has
gained increasing attention as an approach to
encourage sustainable behavior [9]. Previous
studies have shown that game elements can have
a positive impact on energy conservation [10],
public transportation use [11], water conservation
[12] and recycling [13]. Moreover, serious games
and gamified apps for climate change engagement
and sustainable lifestyles are growing [2,14].</p>
      <p>
        However, studies are not unanimous on the
outcomes of gamified interventions, pointing to
mixed effects on sustainable travel behavior [
        <xref ref-type="bibr" rid="ref3">3,4</xref>
        ]
and long-term engagement [15], for instance. In
this context, adapting game elements and content
to individuals’ specific needs has been advocated
as an emerging research direction of personalized
or tailored gamification [7]. Among the diverse
characteristics analyzed by tailored gamification
(e.g., demographics [16], personality traits [17]
and goal orientation [18]), player typologies have
become the most popular one [7]. Using player
typologies to personalize gamification design has
led to better outcomes, such as system
engagement [19] and task completion [20].
      </p>
      <p>The Hexad typology has received particular
attention in tailored gamification literature [7].
Unlike many others, such as Bartle’s typology
[21] that was built primarily for gaming contexts,
the Hexad typology was developed explicitly for
gamification [6]. Since notable efforts have been
made to create a valid instrument to measure it
[22–25], the Hexad is gaining popularity in
practice. It distinguishes six types of players in
gamified applications [6]: Achievers, motivated
by competence and mastery; Free Spirits, driven
by exploration and autonomy; Philanthropists,
motivated by altruism and reciprocal support;
Players, stimulated by extrinsic rewards;
Socializers, driven by social connections; and
Disruptors, motivated by change and questioning
the system. Despite the clear distinction, these
player types overlap [6], and thus, each user is less
a definite type and more each type to some degree.</p>
      <p>While many studies are investigating the
relationship between Hexad types and preferences
for specific game elements [23,26,27], previous
studies have relied on theoretical assumptions and
self-assessments. As a result, literature still needs
to understand how different player types actually
behave in gamified apps and how their behavior
matches existing theoretical knowledge towards
successfully tailoring gamification for
sustainability, especially in workplaces.</p>
    </sec>
    <sec id="sec-3">
      <title>3. Methods and material</title>
      <p>
        This study is part of a design science research
project on gamification for sustainability at work
[28]. The research project aims to design and
evaluate a mobile app for encouraging sustainable
employee behavior by employing different game
elements. By using the app throughout the
workday, employees would be encouraged to
change behavior patterns and habits in their daily
work to reduce key sustainability measures in
companies, such as energy consumption, water
consumption and waste production. Following
recommendations from the design science
paradigm [
        <xref ref-type="bibr" rid="ref17">8</xref>
        ], theoretical insights informed the
gamified app design, which was evaluated for
further iterative development. The main goal of
the current iterative cycle was to understand how
the gamified app design appeals to different
Hexad types.
3.1.
      </p>
    </sec>
    <sec id="sec-4">
      <title>Participants</title>
      <p>Two samples of participants were recruited to
answer our research questions. For RQ1, the
sample consisted of 7 experts with a particular
focus on tailored gamification, who evaluated
how the gamified app design might appeal to
different Hexad types. Table 1 presents the
experts and their backgrounds. They had between
3 and 10 years of experience in gamification
research, being 2 (28,6%) women and 5 (71,4%)
men. On average, they were around 32 years old
(min = 28, max = 41).</p>
      <p>For RQ2, the sample involved 37 employees
from 5 German companies who pilot-tested the
gamified app and served as the basis for
evaluating how different Hexad types used the
various game elements. The companies varied
widely in their operations (from software
development to industrial glass manufacturing to
banking), but the employees we targeted can all
be categorized as "white collar" office workers, as
the gamified app was particularly focused on
sustainable behavior in office spaces. Of these, 21
(56,7%) were women and 13 (35,1%) were men,
3 (8,1%) did not provide information about their
gender. The mean age was 40 (SD = 11.7, min =
20, max = 63).
3.2.</p>
    </sec>
    <sec id="sec-5">
      <title>Materials</title>
      <p>The proposed gamified app aims to motivate
employees to adopt sustainable behavior at the
workplace, such as reducing waste and optimizing
electricity and water consumption. The applied
game elements were based on existing design
principles from the literature [29,30], detailed in
Table 5 in the Appendix. As a result, we
implemented a variety of individual and social
game elements, as described below.</p>
      <p>Elements related to the individual perception
of achievement, based on goal attainment, direct
feedback and positive reinforcement principles,
were introduced in the app as: a) individual goals
(with progress bars), b) a personal sustainability
overview with points earned in different
categories of sustainable behavior, and personal
badges that can be earned through specific
milestones in sustainable behavior (Figure 1).</p>
      <p>Elements related to individual learning,
based on guided paths and multiple choices
principles, were included as: a) personalized
recommendations for actions that contribute to
one's goals, b) the ability to browse all actions, c)
detailed information about the relevance and
value of each action for sustainable development,
and d) tips for sustainability in the form of push
notifications outside the app (Figure 2).</p>
      <p>Elements related to exploration, based on the
continuous excitement over new/hidden content
principle, were presented in the form of a) re-rolls
for actions and goals (i.e., chance), and b)
unlockable actions. In addition, elements related
to customization, based on the personalization of
the system’s content principle, were available as:
c) the possibility of bookmarking actions, and d)
customizing the profile picture (Figure 3).</p>
      <p>Finally, social elements were based on social
comparison and social norming principles. In this
case, a) a leaderboard, b) the opportunity to view
other users' profiles for indirect competition, c)
competitive goals for direct competition as a way
to enable social comparison, and d) team goals to
enable social collaboration towards sustainability
were implemented (Figure 4).</p>
      <p>Moreover, we juxtaposed the app prototype
(guided by the above principles) with previous
research that analyzed the preferences of Hexad
types for different game elements [7,23,26,27]
during the design process. More specifically, we
aggregated the insights from these studies to
ensure that the design appeals to all Hexad types
from a theoretical perspective, as shown in Table
6 in the Appendix.
3.3.</p>
    </sec>
    <sec id="sec-6">
      <title>Procedure</title>
      <p>The process for the mixed-methods evaluation
was twofold. Regarding RQ1, 10 relevant experts
(out of which 7 participated) were invited via their
e-mail and ResearchGate to answer an online
survey between August and September 2022, in
which they rated game elements from the
developed gamified app (presenting all
nonfunctional interfaces of the final application)
according to how they appeal to each of the Hexad
types. Although 3 experts did not respond to our
request, we considered the sample of 7 experts to
be appropriate in light of previous
recommendations for sample sizes of 5 to 8
participants in homogeneous samples [31]. Then,
Krippendorff's alpha coefficient was calculated to
operationalize their agreement on each game
design element [32].</p>
      <p>
        Regarding RQ2, participants used the gamified
app at work over a two-month period (from
September to October 2022), in which they
completed a validated short version of the Hexad
player type survey [
        <xref ref-type="bibr" rid="ref31">33</xref>
        ] and had their in-app
behavior data collected through an interaction log.
Representatives of the five companies invited
employees via email and intranet messages to
participate in the pilot and install the application
at the beginning of September 2022. Participation
was voluntary and not incentivized, and
employees were informed of the data collection
by both accepting the privacy policy in the app
and giving explicit consent in the survey. From
7,262 event logs, we calculated the frequency of
use of the game elements for each of the Hexad
types. Afterwards, we performed a correlation
analysis in Jamovi (an open-source application for
data analysis and statistical tests) using Kendall’s
τb (as Hexad typology has partial overlap [23,27])
between the participants’ player type scores and
the game elements usage.
      </p>
    </sec>
    <sec id="sec-7">
      <title>4. Results 4.1.</title>
    </sec>
    <sec id="sec-8">
      <title>Expert evaluation</title>
      <p>Overall, the experts’ evaluation results
(displayed in Table 2) show that their perceptions
differ regarding how the various game elements
of the gamified app for sustainability at work
address the Hexad types. For
achievementrelated elements, all experts agreed that
individual goals and personal badges appealed to
Achievers, while the personal sustainability
overview was suggested by 6 experts to this type.
Also, none of the experts recommended
achievement-related elements to Socializers. Still,
experts were more undecided about whether they
could also be enjoyed by the other player types,
which lowered the overall agreement coefficient
(α = 0.464).</p>
      <p>For learning-related elements, 4 experts
indicated that action suggestions and tips for
sustainability appeal to Philanthropists, and
detailed action information to Achievers.
Furthermore, 6 experts suggested that browsing
actions appeals to Free Spirits. Yet, overall, there
was little agreement on which elements appeal</p>
      <p>E2, E4, E6, E7</p>
      <p>E3, E7
E2
E2
E1, E2, E4, E5</p>
      <p>E2, E3,
E5, E7
E1, E2,
E4, E5
E3, E7
E1, E4,</p>
      <p>E5, E7
E1, E4, E5, E6, E1, E2,
E7 E3, E5,</p>
      <p>E6
E1, E2,
E3, E4,</p>
      <p>E5, E6
E5 E1, E3,</p>
      <p>E4</p>
      <p>E4, E7
E1, E2,
E3, E4,
E5, E6,
E7
E1, E6
E1, E3,
E6
E2, E4,
E5, E6,
E7</p>
      <p>E1,E2,E3,E4,E
more to which Hexad types (α = 0.219).</p>
      <p>For exploration-related elements, 6 experts
agreed on using unlockable actions for Achievers,
5 experts suggested chance for Free Spirits. These
both elements were also suggested to Players by 4
experts each. However, there was little agreement
on whether these game elements appealed to other
Hexad types (α = 0.251). Meanwhile, for
customization-related elements, all experts
suggested profile picture for Free Spirits and 4 of
them recommended action bookmarking for this
same user type. Still, experts had little to no
agreement regarding other user types (α = 0.345).</p>
      <p>Finally, for social elements, all experts agreed
that team goals appeal to Socializers, and 6
experts suggested competitive goals to Achievers
and leaderboards to Players. Moreover, 5 experts
indicated that competitive goals are suitable for
Philanthropists and Players, while viewing others’
profile might be appropriate for Socializers. Yet,
there was little agreement on social elements to
other user types (α = 0.317).</p>
      <p>While none of the reliability coefficients were
higher than 0.8, all experts suggested individual
goals and personal badges to Achievers, profile
|picture to Free Spirits, and team goals to
Socializers. Furthermore, personal sustainability
overview, unlockable actions and competitive
goals were suggested to Achievers, and browsing
actions to Free Spirits by 6 experts. Also, experts
agreed that social elements and picture profile
were the only game elements that would appeal to
Socializers, but little agreement was found to
other user types (α = 0.335).
4.2.</p>
    </sec>
    <sec id="sec-9">
      <title>User behavior</title>
      <p>
        Descriptive statistics of Hexad types,
calculated by summing the scores of respective
items [
        <xref ref-type="bibr" rid="ref31">33</xref>
        ] in the sample, show that Philanthropist
was the most dominant type (M = 12.4, MD = 13,
SD = 1.4), followed by Achiever (M = 12, MD =
12, SD = 1. 69), Free Spirit (M = 11.7, MD = 12,
SD = 2.11), Socializer (M = 11.2, MD = 11, SD
= 1.99), Player (M = 10.3, MD = 11, SD = 2.72),
and Disruptor (M = 7.38, MD = 7, SD = 2.61) as
the least represented Hexad type. In total,
employees performed 7,262 events in the
gamified app, out of which 3,759 (51,7%) event
logs were directly related to interaction with the
game elements (as opposed to events related to
opening or closing the app or completing
sustainability actions).
      </p>
      <p>From the descriptive statistics depicted in
Table 3, it becomes evident that employees used
the elements very differently. There are many logs
related to learning-related elements (apart from
sustainability tips) and achievement-related
elements, while participants seemed to interact
less with exploration-related elements. For
customization-related elements, the action
bookmarking feature was used fairly frequently,
but there are only 12 logs related to setting the
profile picture. Among social elements, it is
interesting that employees predominantly looked
at the leaderboard and browsed other profiles, but
rarely set team or competitive goals (there was
only one person who set a competitive goal).</p>
      <p>Due to the small sample in this pilot study, we
decided to conduct a one-tailed significance test
for positive correlation between Hexad types and
game elements (as we wanted to focus on positive
relationships and not examine negative or
nonexistent relationships [34]). The correlation
analysis (shown in Table 4) reveals some notable
correlations between Hexad types and interactions
with specific game elements, whereby a τb of
|0.20.29| represents a moderate association and a τb of
≥ 0.3 represents a strong association [35]. For
achievement-related elements, Free Spirits are
positively associated with individual goals, and
Philanthropists show a positive (though not
significant) relationship with the personal
sustainability overview. Regarding
learningrelated elements that were heavily used by
participants, we see positive correlations between
action suggestions and Achiever and Free Spirit
types, but no significant correlations of action
detail information and browsing actions with any
player types. Interestingly, there is a positive
significant correlation between Disruptors and
tips for sustainability, which were the only
element that users interacted with in the form of a
push notification outside of the gamified
application. In addition, we see significant
positive correlations between Free Spirits and
exploration-related elements (i.e., chance and
unlockable actions), as well as bookmarking
actions as a customization-related element.
There is also a particularly significant correlation
between Philanthropists and setting the profile
picture. Finally, for the social elements, we see
that team goals are positively associated with
Philanthropists and the leaderboard has a positive
correlation with Free Spirits, while there are no
significant correlations for viewing other users'
profiles. We refrain from interpreting the results
of competitive goals, since these are likely
representative only of the player type profile of
the one individual who interacted with them.</p>
      <p>Overall, we can identify several user patterns
that are characteristic of Free Spirit and
Philanthropist types, as well as some distinct
element interactions that characterize the behavior
of Achiever and Disruptor types. In our analysis,
however, we cannot find any significant or even
salient positive correlation between Player and
Socializer types and any game design element.</p>
    </sec>
    <sec id="sec-10">
      <title>5. Discussion and implications</title>
      <p>This study aimed to extend previous work on
tailored gamification and to present a new
perspective on tailored design evaluation by
comparing expert opinions and actual user
behavior to derive triangulated insights into
personalized gamification design for
sustainability in workplace environments.
Following the research questions, we identified
how gamification experts perceive different game
SD
elements in an app for sustainability at work to
appeal to Hexad player types (RQ1). Although
there was little agreement on the suggested game
elements (e.g., action suggestions) and some
Hexad player types (e.g., Disruptor), at least 5 out
of the 7 gamification experts agreed that:
• Individual goals, personal badges, personal
sustainability overview, unlockable actions,
and competitive goals appeal to Achievers;
• Browsing actions, chance, and setting profile
picture appeal to Free Spirits;
• Competitive goals appeal to Philanthropists;
• Competitive goals and leaderboard appeal to</p>
      <p>Players;
• Team goals and viewing others’ profiles
appeal to Socializers.</p>
      <p>Yet, when analyzing how the 37 employees,
identified according to Hexad types, used
different game elements in a gamified app for
sustainability at work (RQ2), the interaction logs
reported different results, as:
• There was no significant difference on the use
of the game elements suggested by the
gamification experts to Achievers, but rather
they interacted more with action suggestions;
• While gamification experts did not agree on
any game elements to Disruptors, this user
type statistically interacted more with tips for
sustainability;
• Free Spirits interacted more with individual
goals, action suggestions, unlockable actions,
action bookmarking and leaderboards, which
were not noted by gamification experts, and
did not interact as much with browsing actions
and setting profile picture. However, chance
was indeed appealing to these users;
• Setting profile picture and team goals had great
appeal to Philanthropists, but not competitive
goals (as suggested by experts);
• There was no significant difference on the use
of the game elements for Players and
Socializers, which also contrasts with experts’
perception.</p>
      <p>Thus, these analyses reveal more differences
than commonalities between experts’ perceptions
(RQ1) and participants’ usage (RQ2) of the game
elements implemented in a gamified app for
sustainability at work. On the one hand, this
outcome might be influenced by the results found
in existing studies on tailored gamification, as the
gamification experts provided similar input as
theoretical suggestions [7,23,26,27]. Still, as
previously explained, literature mainly relies on
self-reports, whose data might be inaccurate or
even missing [7]. On top of that, existing research
of tailored gamification is mostly applied in other
contexts than the one from this work, and our
setting (as well as the focus on one gamified app
design) might also be responsible for some of the
discrepancies. On the other hand, we understand
that our pilot study can only provide preliminary
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-.058
.168
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.253*
.009
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.206
.113
.088
.012
-.009
.200
-.195
.036
.015
.474***
.314*
.211
.053
.067
-.030
-.041
.154
.025
-.096
-.047
.095
.115
-.052
-.293
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.161
results, given the limited sample. Thus, some
results might be a mere coincidence (e.g., the
relationship between using leaderboards and Free
Spirits), and others might require more interaction
to be properly interpreted (e.g., social elements
such as team and competitive goals rely on
multiple users). Their context might also have
affected the interaction with game elements,
which could further explain discrepancies of these
users in face of experts’ perception given most of
them are focused on educational domains (Table
1). Still, our current results raise questions for
future research directions on tailored
gamification: How reliable are existing theoretical
propositions, based on self-reports, in contrast to
actual behavior in gamified apps? What is the
influence of context in tailored gamification and
how generalizable can it be? Should experts tailor
gamification based on actual user data rather than
theoretical concepts? Finally, should gamification
researchers and designers aim to identify which
player types (and other self-reported categories)
people belong to for defining appropriate game
elements, or should we rather focus on less
stereotypical forms (e.g., the gameful experience
during interaction) for tailored gamification?</p>
    </sec>
    <sec id="sec-11">
      <title>6. Conclusion</title>
      <p>This work analyzed and compared the
preferences of Hexad player types for different
game elements in a gamified app for sustainability
at work. While this study answers research
questions related to experts’ perceptions and
participants’ usage of game elements, it also
discusses commonalities and differences between
these two levels, and potential reasonings for the
current results. Yet, this study is the first step in a
long journey toward tailored gamification for
sustainability at work. The present work ends with
more questions than initially started, meaning that
there are multiple paths to follow from here. From
a theoretical perspective, this study raised
questions about the reliability of self-reported
preferences for game elements as opposed to
actual behavior in gamified apps and about the
influence of context on tailored gamification that
requires more investigation from future research.
As a practical implication, we provide insights
that game elements will likely appeal to different
types of users in diverse ways. Still, future
research should also investigate alternative means
to tailor gamification (e.g., context-based,
dynamic personalization based on interactions)
rather than relying solely on player types and
other self-reported categories to create more
effective gamification interventions.</p>
    </sec>
    <sec id="sec-12">
      <title>7. Acknowledgements</title>
      <p>This work was supported by Academy of
Finland Flagship Programme
(Forest-HumanMachine Interplay (UNITE)) [grant No 337653];
and the European Union’s Horizon 2020 research
and innovation programme under the Marie
Sklodowska-Curie [grant No 101029543,
GamInclusive].</p>
      <p>8. References
[34]
[35]</p>
      <p>Validating a Short Version of the
Gamification User Types Hexad Scale, in:
Proc. 2023 CHI Conf. Hum. Factors
Comput. Syst., Hamburg, Germany, 2023:
p. forthcoming.</p>
      <p>H.C. Cho, S. Abe, Is two-tailed testing for
directional research hypotheses tests
legitimate?, J. Bus. Res. 66 (2013) 1261–
1266.</p>
      <p>R. Botsch, Chapter 12: Significance and
measures of association, Scopes Methods
Polit. Sci. (2011).</p>
    </sec>
    <sec id="sec-13">
      <title>9. Appendix</title>
      <sec id="sec-13-1">
        <title>Individual elements (achievement) Individual goals [27], [7], [27], [7] [23]</title>
      </sec>
      <sec id="sec-13-2">
        <title>Personal</title>
        <p>sustainability
overview
Personal badges</p>
      </sec>
      <sec id="sec-13-3">
        <title>Individual elements (learning) Action [27], [7], suggestions (Path [23] to the goal)</title>
        <p>Action detail [27], [7],
information [23]</p>
      </sec>
      <sec id="sec-13-4">
        <title>Browse all actions [27], [7],</title>
        <p>[23]
Tips for [27], [7],
sustainability [23]</p>
      </sec>
      <sec id="sec-13-5">
        <title>Individual elements (exploration)</title>
      </sec>
      <sec id="sec-13-6">
        <title>Chance</title>
        <p>Unlockable [7], [23]
actions</p>
      </sec>
      <sec id="sec-13-7">
        <title>Individual elements (customization)</title>
      </sec>
      <sec id="sec-13-8">
        <title>Actions [7] bookmarking</title>
      </sec>
      <sec id="sec-13-9">
        <title>Set profile picture [7]</title>
      </sec>
      <sec id="sec-13-10">
        <title>Social elements</title>
      </sec>
      <sec id="sec-13-11">
        <title>Team goals</title>
      </sec>
      <sec id="sec-13-12">
        <title>Leaderboard</title>
      </sec>
      <sec id="sec-13-13">
        <title>Other user</title>
        <p>profiles
Competitive goals [27], [23]
[26], [23]
Socializer
[27],
[26], [7],
[23]
[27], [7],
[23]
[27],
[26], [7],
[23]
[7], [23]</p>
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