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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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 |
_version_ |
1721189876223705088 |