Differences in Learning Motivation among Bartle’s Player Types and Measures for the Delivery of Sustainable Gameful Experiences

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...

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Main Authors: Sungjin Park, Kyoungsoon Min, Sangkyun Kim
Format: Article
Language:English
Published: MDPI AG 2021-08-01
Series:Sustainability
Subjects:
Online Access:https://www.mdpi.com/2071-1050/13/16/9121
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spelling doaj-b0e696a75f774d0d906d857d28c8c2f42021-08-26T14:22:08ZengMDPI AGSustainability2071-10502021-08-01139121912110.3390/su13169121Differences in Learning Motivation among Bartle’s Player Types and Measures for the Delivery of Sustainable Gameful ExperiencesSungjin Park0Kyoungsoon Min1Sangkyun Kim2Department of Industrial Engineering, Kangwon National University, Chuncheon 24341, KoreaDepartment of Industrial Engineering, Kangwon National University, Chuncheon 24341, KoreaDepartment of Industrial Engineering, Kangwon National University, Chuncheon 24341, KoreaGamification 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.https://www.mdpi.com/2071-1050/13/16/9121experiencegameful experiencegamificationmetaversehuman–computer interface
collection DOAJ
language English
format Article
sources DOAJ
author Sungjin Park
Kyoungsoon Min
Sangkyun Kim
spellingShingle Sungjin Park
Kyoungsoon Min
Sangkyun Kim
Differences in Learning Motivation among Bartle’s Player Types and Measures for the Delivery of Sustainable Gameful Experiences
Sustainability
experience
gameful experience
gamification
metaverse
human–computer interface
author_facet Sungjin Park
Kyoungsoon Min
Sangkyun Kim
author_sort Sungjin Park
title Differences in Learning Motivation among Bartle’s Player Types and Measures for the Delivery of Sustainable Gameful Experiences
title_short Differences in Learning Motivation among Bartle’s Player Types and Measures for the Delivery of Sustainable Gameful Experiences
title_full Differences in Learning Motivation among Bartle’s Player Types and Measures for the Delivery of Sustainable Gameful Experiences
title_fullStr Differences in Learning Motivation among Bartle’s Player Types and Measures for the Delivery of Sustainable Gameful Experiences
title_full_unstemmed Differences in Learning Motivation among Bartle’s Player Types and Measures for the Delivery of Sustainable Gameful Experiences
title_sort differences in learning motivation among bartle’s player types and measures for the delivery of sustainable gameful experiences
publisher MDPI AG
series Sustainability
issn 2071-1050
publishDate 2021-08-01
description 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.
topic experience
gameful experience
gamification
metaverse
human–computer interface
url https://www.mdpi.com/2071-1050/13/16/9121
work_keys_str_mv AT sungjinpark differencesinlearningmotivationamongbartlesplayertypesandmeasuresforthedeliveryofsustainablegamefulexperiences
AT kyoungsoonmin differencesinlearningmotivationamongbartlesplayertypesandmeasuresforthedeliveryofsustainablegamefulexperiences
AT sangkyunkim differencesinlearningmotivationamongbartlesplayertypesandmeasuresforthedeliveryofsustainablegamefulexperiences
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