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Research Articles

GamiProM: A Generic Gamification Model Based on User Profiles

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Pages 2297-2313 | Received 11 Jul 2022, Accepted 31 Oct 2022, Published online: 29 Dec 2022
 

Abstract

The use of game design elements in non-game contexts, defined as gamification, is being used to increase user engagement in non-game environments, such as workplaces, schools, or software applications. However, the challenge developers face when implementing gamification is identifying which game elements will engage users. Besides, the proposals often tend to support only the most common user types and engagement factors. In response to this challenge, this study proposes a generic gamification model, GamiProM. GamiProM helps to design gamified solutions by using an ontology that encompasses knowledge about gamification elements and mechanics, user types, and types of motivations. Using profile management, GamiProM aims to provide knowledge representation and add semantic value to user characteristics and the information generated by gamification. A case study allowed the evaluation of the model through the gamification of an existing application using GamiProM. The results indicate that GamiProM can identify user profiles that support personalization through a combination of software, rules, and ontologies.

Acknowledgments

The authors would like to thank FAPERGS (Foundation for the Supporting of Research in the State of Rio Grande do Sul), CNPq (National Council for Scientific and Technological Development) and Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - Brasil (CAPES) - Finance Code 001. We would also like to thank the University of Vale do Rio dos Sinos (Unisinos) for supporting the development of the present study.

Disclosure statement

No potential conflict of interest was reported by the author(s).

Additional information

Notes on contributors

Leonardo Dalmina

Leonardo Dalmina has a master’s degree from the University of Vale do Rio dos Sinos (UNISINOS). He integrated a research team at Mobile Computing Laboratory (Mobilab/Unisinos), concentrating on modeling and simulation with a focus on Intelligent Environments.

Henrique Damasceno Vianna

Henrique Damasceno Vianna received M.Sc and Ph.D. in Applied Computing from the University of Vale do Rio dos Sinos (UNISINOS). He integrates a research team at Mobile Computing Laboratory (Mobilab/Unisinos) focused on Ubiquitous Computing and Mental Health.

Lucas Pfeiffer Salomão Dias

Lucas Pfeiffer Salomão Dias received the M.Sc. degree in applied computing from the University of Vale do Rio dos Sinos (UNISINOS), in 2018 and starts the Ph.D. degree at UNISINOS in 2020. He integrates a research team at Mobile Computing Laboratory (Mobilab/Unisinos) focused on Ubiquitous Computing and Health.

Gustavo Lazarotto Schroeder

Gustavo Lazarotto Schroeder M.Sc. student in the Applied Computing Graduate Program (PPGCA) at the University of Vale do Rio dos Sinos (UNISINOS). He integrates a research team at Mobile Computing Laboratory (Mobilab/Unisinos) focused on Ubiquitous Computing and Mental Health.

Rosemary Francisco

Rosemary Francisco is Ph.D. in Business Administration with a doctoral internship at the University of Helsinki, Finland. She is a professor and researcher at Unisinos University and has worked for over twenty years in software engineering and project management subjects.

Jorge Luis Victória Barbosa

Jorge Luis Victória Barbosa received M.Sc. and Ph.D. in computer science from the Federal University of Rio Grande do Sul, Brazil. He conducted post-doctoral studies at Sungkyunkwan University and University of California Irvine. Jorge is a full professor at University of Vale do Rio dos Sinos (UNISINOS).

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