Skip to main content

Advertisement

Log in

A personalized gamification method for increasing user engagement in social networks

  • Original Article
  • Published:
Social Network Analysis and Mining Aims and scope Submit manuscript

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.

This is a preview of subscription content, log in via an institution to check access.

Access this article

Price excludes VAT (USA)
Tax calculation will be finalised during checkout.

Instant access to the full article PDF.

Fig. 1
Fig. 2
Fig. 3
Fig. 4
Fig. 5
Fig. 6
Fig. 7
Fig. 8
Fig. 9
Fig. 10
Fig. 11
Fig. 12
Fig. 13
Fig. 14
Fig. 15

Similar content being viewed by others

References

  • Attfield S, Kazai G, Lalmas M, Piwowarski B (2011) Towards a science of user engagement (position paper). In: WSDM workshop on user modelling for Web applications, pp 9–12

  • Aydin G (2018) Effect of demographics on use intention of gamified systems. Int J Technol Hum Interact (IJTHI) 14(1):1–21

    Article  Google Scholar 

  • Bujari A, Ciman M, Gaggi O, Palazzi CE (2017) Using gamification to discover cultural heritage locations from geo-tagged photos. Pers Ubiquitous Comput 21(2):235–252

    Article  Google Scholar 

  • Burke B (2012) Gamification 2020: what is the future of gamification? Gartner. Inc., Nov 5

  • Chan CM, Pan SL (2008) User engagement in e-government systems implementation: a comparative case study of two Singaporean e-government initiatives. J Strateg Inf Syst 17(2):124–139

    Article  Google Scholar 

  • Christy KR, Fox J (2014) Leaderboards in a virtual classroom: a test of stereotype threat and social comparison explanations for women’s math performance. Comput Edu 78:66–77

    Article  Google Scholar 

  • de Marcos L, Garcia-Lopez E, Garcia-Cabot A (2016) On the effectiveness of game-like and social approaches in learning: comparing educational gaming, gamification & social networking. Comput Edu 95:99–113

    Article  Google Scholar 

  • Deterding S, Sicart M, Nacke L, O’Hara K, Dixon D (2011a) Gamification. Using game-design elements in non-gaming contexts. In: CHI’11 extended abstracts on human factors in computing systems (CHI EA '11). ACM, New York, NY, USA, pp 2425–2428. https://doi.org/10.1145/1979742.1979575

  • Deterding S, Dixon D, Khaled R, Nacke L (2011b) From game design elements to gamefulness: defining gamification. In: Proceedings of the 15th international academic MindTrek conference: envisioning future media environments (MindTrek '11). ACM, New York, NY, USA, pp 9–15. https://doi.org/10.1145/2181037.2181040

  • Ezoic B (2018) Engagement time is directly connected to digital revenue. [online] Available at: https://blog.ezoic.com/engagement-time-important-top-publishers/. Accessed 11 Feb 2018

  • García F, Pedreira O, Piattini M, Cerdeira-Pena A, Penabad M (2017) A framework for gamification in software engineering. J Syst Softw 132:21–40

    Article  Google Scholar 

  • González CS, Toledo P, Muñoz V (2016) Enhancing the engagement of intelligent tutorial systems through personalization of gamification. Int J Eng Edu 32(1):532–541

    Google Scholar 

  • Goshevski D, Veljanoska J, Hatziapostolou T (2017) A review of gamification platforms for higher education. In: Proceedings of the 8th Balkan conference in informatics, ACM, p 28

  • Hajarian M, Bastanfard A, Mohammadzadeh J, Khalilian M (2017) Introducing fuzzy like in social networks and its effects on advertising profits and human behavior. Comput Hum Behav 77:282–293

    Article  Google Scholar 

  • Hamari J, Koivisto J, Sarsa H (2014) Does gamification work?—a literature review of empirical studies on gamification. In: 2014 47th Hawaii international conference on system sciences (HICSS), IEEE, pp 3025–3034)

  • Hammarfelt B, de Rijcke SD, Rushforth AD (2016) Quantified academic selves: the gamification of research through social networking services. Information Research 21(2), paper SM1. Retrieved from http://InformationR.net/ir/21-2/SM1.html (Archived by WebCite& reg; at http://www.webcitation.org/6hn1Kv5yY)

  • Javarone MA (2015a) Poker as a skill game: rational versus irrational behaviors. J Stat Mech: Theory Exp 2015(3):P03018

    Article  MathSciNet  Google Scholar 

  • Javarone MA (2015b) Is poker a skill game? New insights from statistical physics. EPL (Europhysics Letters) 110(5):58003

    Article  Google Scholar 

  • Javarone MA (2018) Statistical physics and computational methods for evolutionary game theory. Springer, Berlin

    Book  Google Scholar 

  • Javarone MA, Interdonato R, Tagarelli A (2016) Modeling evolutionary dynamics of lurking in social networks. In: Cherifi H, Gonçalves B, Menezes R, Sinatra R (eds) Complex networks VII. Studies in computational intelligence, vol 644. Springer, Cham, pp 227–239

    Google Scholar 

  • Kolpondinos MZH, Glinz M (2017) Tailoring gamification to requirements elicitation: a stakeholder centric motivation concept. In: Proceedings of the 10th international workshop on cooperative and human aspects of software engineering, IEEE Press, pp 9–15

  • Kuo MS, Chuang TY (2016) How gamification motivates visits and engagement for online academic dissemination—An empirical study. Comput Hum Behav 55:16–27

    Article  Google Scholar 

  • Lee SY, Hansen SS, Lee JK (2016) What makes us click “like” on Facebook? Examining psychological, technological, and motivational factors on virtual endorsement. Comput Commun 73:332–341

    Article  Google Scholar 

  • Lehmann J, Lalmas M, Yom-Tov E, Dupret G (2012) Models of user engagement. In: International conference on user modeling, adaptation, and personalization, Springer, Berlin, pp 164–175

  • Marketsandmarkets.com. (2018). Gamification market worth 11.10 billion USD by 2020. [online] Available at: https://www.marketsandmarkets.com/PressReleases/gamification.asp. Accessed 15 Feb 2018

  • Mekler ED, Brühlmann F, Tuch AN, Opwis K (2017) Towards understanding the effects of individual gamification elements on intrinsic motivation and performance. Comput Hum Behav 71:525–534

    Article  Google Scholar 

  • Mitchell R, Schuster L, Drennan J (2017) Understanding how gamification influences behaviour in social marketing. Australas Mark J 25(1):12–19

    Article  Google Scholar 

  • Monterrat B, Lavoué E, George S (2013) Toward personalised gamification for learning environments. In: 4th workshop on motivational and affective aspects in technology enhanced learning (MATEL 2013) in conjunction with EC-TEL 2013

  • Morschheuser B, Hassan L, Werder K, Hamari J (2018) How to design gamification? A method for engineering gamified software. Inf Softw Technol 95:219–237

    Article  Google Scholar 

  • Muntean CI (2011) Raising engagement in e-learning through gamification. In: Proceedings of the 6th international conference on virtual learning ICVL, vol 1

  • Nacke LE, Deterding CS (2017) The maturing of gamification research. Comput Hum Behav 20:450–454

    Article  Google Scholar 

  • Nicholson S (2015) A RECIPE for meaningful gamification. In: Reiners T, Wood L (eds) Gamification in education and business, Springer, Cham, pp 1–20

    Google Scholar 

  • Orji R, Tondello GF, Nacke LE (2018) Personalizing persuasive strategies in gameful systems to gamification user types. In: Proceedings of the 2018 CHI conference on human factors in computing systems, ACM, p 435

  • Pedreira O, García F, Brisaboa N, Piattini M (2015) Gamification in software engineering—a systematic mapping. Inf Softw Technol 57:157–168

    Article  Google Scholar 

  • Robson K, Plangger K, Kietzmann JH, McCarthy I, Pitt L (2016) Game on: engaging customers and employees through gamification. Bus Horiz 59(1):29–36

    Article  Google Scholar 

  • Seaborn K, Fels DI (2015) Gamification in theory and action: a survey. Int J Hum Comput Stud 74:14–31

    Article  Google Scholar 

  • Tagarelli A, Interdonato R (2015) Time-aware analysis and ranking of lurkers in social networks. Social Netw Anal Min 5(1):46

    Article  Google Scholar 

  • Tagarelli A, Interdonato R (2018) Mining lurkers in online social networks: principles, models, and computational methods. Springer, Berlin

    Book  Google Scholar 

  • Thiebes S, Lins S, Basten D (2014) Gamifying information systems-a synthesis of gamification mechanics and dynamics. In: Proceedings of the European conference on information systems (ECIS) 2014, Tel Aviv, Israel, June 9–11, 2014, ISBN 978-0-9915567-0-0

  • Thorpe AS, Roper S (2019) The ethics of gamification in a marketing context. J Bus Ethics 155(2):597–609

    Article  Google Scholar 

  • Tondello GF, Orji R, Nacke LE (2017) Recommender systems for personalized gamification. In: Adjunct publication of the 25th conference on user modeling, adaptation and personalization, ACM, pp 425–430

  • Wen MH (2017) Applying gamification and social network techniques to promote health activities. In: 2017 International conference on applied system innovation (ICASI), IEEE, pp 531–534

  • Xu Y, Poole ES, Miller AD, Eiriksdottir E, Catrambone R, Mynatt ED (2012) Designing pervasive health games for sustainability, adaptability and sociability. In: Proceedings of the international conference on the foundations of digital games, ACM, pp 49–56

  • Yang Y, Asaad Y, Dwivedi Y (2017) Examining the impact of gamification on intention of engagement and brand attitude in the marketing context. Comput Hum Behav 73:459–469

    Article  Google Scholar 

  • Zichermann G, Cunningham C (2011) Gamification by design: implementing game mechanics in web and mobile apps. O’Reilly Media Inc., Sebastopol

    Google Scholar 

  • Zuckerman O, Gal-Oz A (2014) Deconstructing gamification: evaluating the effectiveness of continuous measurement, virtual rewards, and social comparison for promoting physical activity. Pers Ubiquitous Comput 18(7):1705–1719

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Azam Bastanfard.

Additional information

Publisher's Note

Springer Nature remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.

Rights and permissions

Reprints and permissions

About this article

Check for updates. Verify currency and authenticity via CrossMark

Cite this article

Hajarian, M., Bastanfard, A., Mohammadzadeh, J. et al. A personalized gamification method for increasing user engagement in social networks. Soc. Netw. Anal. Min. 9, 47 (2019). https://doi.org/10.1007/s13278-019-0589-3

Download citation

  • Received:

  • Revised:

  • Accepted:

  • Published:

  • DOI: https://doi.org/10.1007/s13278-019-0589-3

Keywords

Navigation