Skip to main content

Behavioral Analysis Using Gamification and Data Visualization

  • Conference paper
  • First Online:
Applications of Artificial Intelligence in Engineering

Part of the book series: Algorithms for Intelligent Systems ((AIS))

Abstract

A research on a recent increase in video game popularity motivated the tech industry to address problems in a vast scene of areas, mainly health and education, using gamification techniques and machine learning. The games are developed to analyze the memory power and decision-making skills of the player. Analysis of the obtained data obtained is used to understand the behavior and decision-making skills of the player. The obtained data is also used to further improve the performance of the game. It has been noticed that with an increase in the number of iterations of the particular game played, the computer designs the subsequent iterations to be harder and is also able to profile the player better. Players also choose to play multiple games if they win against the computer, this enabling more data collection to train the model better.

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

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 229.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 299.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 299.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. 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. https://doi.org/10.1109/hicss.2014.377

  2. Knutas A, Roy RV, Hynninen T, Granato M, Kasurinen J, Ikonen J (2018) A process for designing algorithm-based personalized gamification. Multimedia Tools Appl 78(10):13593–13612. https://doi.org/10.1007/s11042-018-6913-5

    Article  Google Scholar 

  3. Joseph MM (2017) An investigation into gamification as a tool for enhancing recruitment process. Ideal Res 3(1)

    Google Scholar 

  4. Abdullah H, Younis S, Hossan C (2015) Gamifying recruitment process: a qualitative study aimed at bridging the skills gap in UAE jobs market. J Bus Manag 4(2):7–27

    Google Scholar 

  5. Krasulak M (2015) Use of gamification in the process of selection of candidates for the position in the opinion of young adults in Poland. Jagiellonian J Manag 1. https://doi.org/10.4467/2450114xjjm.15.015.4472

  6. Perinot C (2015) Gamification in the field of human resource management—gamified solutions for recruitment. In: Final Thesis for Master’s Degree programme in economics and management of companies, Ca’ Foscari University of Venice, Venice, Italy

    Google Scholar 

  7. Di Nunzio GM, Maistro M, Zilio D (2016) Gamification for machine learning: the classification game. In: Proceedings of the third international workshop on gamification for information retrieval co-located with 39th international ACM SIGIR conference on research and development in information retrieval (SIGIR 2016), Pisa, Italy, pp. 45–52, 21 July 2016. http://ceur-ws.org/Vol-1642/paper7.pdf

  8. Lopez C, Tucker C (2018) Towards personalized adaptive gamification: a machine learning model for predicting performance. IEEE Trans Games 1–1. https://doi.org/10.1109/tg.2018.2883661

  9. Galway L, Charles D, Black M (2008) Machine learning in digital games: a survey. Artif Intell Rev 29(2):123–161

    Article  Google Scholar 

  10. Sailer M, Hense JU, Mayr SK, Mandl H (2017) How gamification motivates: an experimental study of the effects of specific game design elements on psychological need satisfaction. Comput Hum Behav 69:371–380. https://doi.org/10.1016/j.chb.2016.12.033

    Article  Google Scholar 

  11. Aiolli F, Palazzi CE (2008) Enhancing artificial intelligence in games by learning the opponent’s playing style. In: IFIP International Federation for Information Processing, vol 279, New Frontiers for Entertainment Computing; Paolo Ciancarini, Ryohei Nakatsu, Matthias Rauterberg, Marco Roccetti. Springer, Boston, pp 1–10

    Google Scholar 

  12. Araya R, Ortiz EA, Bottan NL, Cristia JP (2019) Does gamification in education work?: Experimental evidence from chile. https://doi.org/10.18235/0001721

  13. Geisler B (2004) Integrated machine learning for behavior modeling in video games. In: Fu D, Henke S, Orkin J (eds) Challenges in game artificial intelligence: papers from the 2004 AAAI workshop. AAAI Press, Menlo Park, pp 54–62

    Google Scholar 

  14. Thurau C, Bauckhage C (n.d.) Exploiting the fascination: video games in machine learning research and education. In: Proceedings of the 2nd international workshop in computer game design and technology

    Google Scholar 

  15. Obaid I, Farooq MS, Abid A (2020) Gamification for recruitment and job training: model, taxonomy, and challenges. IEEE Access 8:65164–65178. https://doi.org/10.1109/access.2020.2984178

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Lavina Kunder .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2021 The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd.

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Kunder, L., Urolagin, S. (2021). Behavioral Analysis Using Gamification and Data Visualization. In: Gao, XZ., Kumar, R., Srivastava, S., Soni, B.P. (eds) Applications of Artificial Intelligence in Engineering. Algorithms for Intelligent Systems. Springer, Singapore. https://doi.org/10.1007/978-981-33-4604-8_20

Download citation

Publish with us

Policies and ethics