A personalized gamification method for increasing user engagement in social networks
Reward-based gamification which increases user engagement in social networks is known as an extrinsic motivation to the users for a short term. Having said that, in every social network, there are different types of users with different interests and based on several researches, different users are...
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description | Reward-based gamification which increases user engagement in social networks is known as an extrinsic motivation to the users for a short term. Having said that, in every social network, there are different types of users with different interests and based on several researches, different users are interested in different game elements. In this paper, we aim to personalize reward-based gamification based on the users’ interests. In this way, by utilizing intrinsic motivation of users, their engagement with social networks will increase in the long run. To this end,
SNPG
method which implements
fuzzy like
concept on game elements has been proposed. On top of that, a two-round experiment on user engagement with a social network using the proposed method has been conducted. Results have shown that personalizing gamification using the proposed method in the long run increases the spending time of the users in a social network by 63.34% and their page views by 141.9% in comparison with the regular gamification. Furthermore, gender differences in using game elements have been studied, and results have shown that men are 5% more interested in personalized gamification than women and
leaderboard
is the most popular game element among men and women. |
doi_str_mv | 10.1007/s13278-019-0589-3 |
format | Article |
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SNPG
method which implements
fuzzy like
concept on game elements has been proposed. On top of that, a two-round experiment on user engagement with a social network using the proposed method has been conducted. Results have shown that personalizing gamification using the proposed method in the long run increases the spending time of the users in a social network by 63.34% and their page views by 141.9% in comparison with the regular gamification. Furthermore, gender differences in using game elements have been studied, and results have shown that men are 5% more interested in personalized gamification than women and
leaderboard
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SNPG
method which implements
fuzzy like
concept on game elements has been proposed. On top of that, a two-round experiment on user engagement with a social network using the proposed method has been conducted. Results have shown that personalizing gamification using the proposed method in the long run increases the spending time of the users in a social network by 63.34% and their page views by 141.9% in comparison with the regular gamification. Furthermore, gender differences in using game elements have been studied, and results have shown that men are 5% more interested in personalized gamification than women and
leaderboard
is the most popular game element among men and women.</description><subject>Applications of Graph Theory and Complex Networks</subject><subject>Computer Science</subject><subject>Customization</subject><subject>Data Mining and Knowledge Discovery</subject><subject>Economics</subject><subject>Extrinsic motivation</subject><subject>Game Theory</subject><subject>Games</subject><subject>Gamification</subject><subject>Gender aspects</subject><subject>Gender differences</subject><subject>Humanities</subject><subject>Intrinsic motivation</subject><subject>Law</subject><subject>Men</subject><subject>Methodology of the Social Sciences</subject><subject>Motivation</subject><subject>Original Article</subject><subject>Social and Behav. 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Sciences</topic><topic>Social interaction</topic><topic>Social networks</topic><topic>Software services</topic><topic>Statistics for Social Sciences</topic><topic>Women</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Hajarian, Mohammad</creatorcontrib><creatorcontrib>Bastanfard, Azam</creatorcontrib><creatorcontrib>Mohammadzadeh, Javad</creatorcontrib><creatorcontrib>Khalilian, Madjid</creatorcontrib><collection>CrossRef</collection><collection>ProQuest Social Sciences Premium Collection</collection><collection>ProQuest Central (Corporate)</collection><collection>Sociological Abstracts (pre-2017)</collection><collection>ProQuest Central (purchase pre-March 2016)</collection><collection>Social Science Database (Alumni Edition)</collection><collection>International Bibliography of the Social Sciences (IBSS)</collection><collection>ProQuest SciTech Collection</collection><collection>ProQuest Technology Collection</collection><collection>ProQuest Central (Alumni) (purchase pre-March 2016)</collection><collection>ProQuest Central (Alumni Edition)</collection><collection>ProQuest Central UK/Ireland</collection><collection>Social Science Premium Collection</collection><collection>Advanced Technologies & Aerospace Collection</collection><collection>ProQuest Central Essentials</collection><collection>ProQuest Central</collection><collection>Technology Collection</collection><collection>Sociological Abstracts</collection><collection>ProQuest One Community College</collection><collection>Sociological Abstracts</collection><collection>ProQuest Central Korea</collection><collection>International Bibliography of the Social Sciences</collection><collection>ProQuest Central Student</collection><collection>SciTech Premium Collection</collection><collection>International Bibliography of the Social Sciences</collection><collection>ProQuest Computer Science Collection</collection><collection>Computer Science Database</collection><collection>Social Science Database</collection><collection>Advanced Technologies & Aerospace Database</collection><collection>ProQuest Advanced Technologies & Aerospace Collection</collection><collection>ProQuest One Academic Eastern Edition (DO NOT USE)</collection><collection>ProQuest One Academic</collection><collection>ProQuest One Academic UKI Edition</collection><collection>ProQuest Central China</collection><collection>ProQuest Central Basic</collection><collection>Sociological Abstracts (Ovid)</collection><jtitle>Social network analysis and mining</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Hajarian, Mohammad</au><au>Bastanfard, Azam</au><au>Mohammadzadeh, Javad</au><au>Khalilian, Madjid</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>A personalized gamification method for increasing user engagement in social networks</atitle><jtitle>Social network analysis and mining</jtitle><stitle>Soc. Netw. Anal. Min</stitle><date>2019-12-01</date><risdate>2019</risdate><volume>9</volume><issue>1</issue><spage>47</spage><pages>47-</pages><artnum>47</artnum><issn>1869-5450</issn><eissn>1869-5469</eissn><abstract>Reward-based gamification which increases user engagement in social networks is known as an extrinsic motivation to the users for a short term. Having said that, in every social network, there are different types of users with different interests and based on several researches, different users are interested in different game elements. In this paper, we aim to personalize reward-based gamification based on the users’ interests. In this way, by utilizing intrinsic motivation of users, their engagement with social networks will increase in the long run. To this end,
SNPG
method which implements
fuzzy like
concept on game elements has been proposed. On top of that, a two-round experiment on user engagement with a social network using the proposed method has been conducted. Results have shown that personalizing gamification using the proposed method in the long run increases the spending time of the users in a social network by 63.34% and their page views by 141.9% in comparison with the regular gamification. Furthermore, gender differences in using game elements have been studied, and results have shown that men are 5% more interested in personalized gamification than women and
leaderboard
is the most popular game element among men and women.</abstract><cop>Vienna</cop><pub>Springer Vienna</pub><doi>10.1007/s13278-019-0589-3</doi><orcidid>https://orcid.org/0000-0002-7935-819X</orcidid></addata></record> |
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subjects | Applications of Graph Theory and Complex Networks Computer Science Customization Data Mining and Knowledge Discovery Economics Extrinsic motivation Game Theory Games Gamification Gender aspects Gender differences Humanities Intrinsic motivation Law Men Methodology of the Social Sciences Motivation Original Article Social and Behav. Sciences Social interaction Social networks Software services Statistics for Social Sciences Women |
title | A personalized gamification method for increasing user engagement in social networks |
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