Differences in Learning Motivation among Bartle’s Player Types and Measures for the Delivery of Sustainable Gameful Experiences
Sungjin Park,
Kyoungsoon Min and
Sangkyun Kim
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Sungjin Park: Department of Industrial Engineering, Kangwon National University, Chuncheon 24341, Korea
Kyoungsoon Min: Department of Industrial Engineering, Kangwon National University, Chuncheon 24341, Korea
Sangkyun Kim: Department of Industrial Engineering, Kangwon National University, Chuncheon 24341, Korea
Sustainability, 2021, vol. 13, issue 16, 1-10
Abstract:
Gamification is one of the methods used for delivering gameful experiences to Generation Z learners. The player-type theory must be reflected to effectively design gamification. This study aims to analyze the differences in learning motivation among different player types and to propose methods that can deliver effective gameful experiences. The study was conducted on 91 university students who were instructed to attend a class that utilized gamification. Based on the results, there were no statistical differences in the motivation among the different player types. Accordingly, constructing environments that can establish gameful experiences, rules, and strategies preferred by each type of player is proposed as an important factor in gamification design.
Keywords: experience; gameful experience; gamification; metaverse; human–computer interface (search for similar items in EconPapers)
JEL-codes: O13 Q Q0 Q2 Q3 Q5 Q56 (search for similar items in EconPapers)
Date: 2021
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Citations: View citations in EconPapers (6)
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Persistent link: https://EconPapers.repec.org/RePEc:gam:jsusta:v:13:y:2021:i:16:p:9121-:d:614479
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