Show simple item record

dc.contributor.advisorBarbosa, Jorge Luis Victória
dc.contributor.authorDalmina, Leonardo
dc.date.accessioned2018-05-07T13:43:19Z
dc.date.accessioned2022-09-22T19:28:58Z
dc.date.available2018-05-07T13:43:19Z
dc.date.available2022-09-22T19:28:58Z
dc.date.issued2018-03-26
dc.identifier.urihttps://hdl.handle.net/20.500.12032/61391
dc.description.abstractThe use of game design elements in non-game contexts, defined as gamification, is being increasingly used to raise the motivation and engagement of users when they have to execute a task in a non-game environment, such as the workplace, the school or a software application. However, when gamification needs to be implemented, a challenge faced by developers is to identify what game elements will effectively engage the users of a software based on their user profiles and motivational characteristics. Often, many researches tend to not include or only support the most common user types and motivational factors. In response to this challenge, this thesis proposes a generic gamification model entitled GamiProM that allows a software developer to build an adaptive gamified solution for any area by making use of ontologies and rules, aiming to provide knowledge representation as well as add a semantic value to the information generated by gamification and profile management. The model is evaluated with a correlation test that identifies the existence of any association between the basic psychological needs of the users and their motivations collected with the gamified application, developed to implement the proposed model. The results showed that the motivations collected from the gamified profiles of the users have a correlation above 80% with the basic psychological needs analyzed.en
dc.description.sponsorshipCAPES - Coordenação de Aperfeiçoamento de Pessoal de Nível Superiorpt_BR
dc.languagept_BRpt_BR
dc.publisherUniversidade do Vale do Rio dos Sinospt_BR
dc.rightsopenAccesspt_BR
dc.subjectAdaptabilidadept_BR
dc.subjectAdaptabilityen
dc.titleGamiProM: a Gamification Model based on Profile Managementpt_BR
dc.typeDissertaçãopt_BR


Files in this item

FilesSizeFormatView
Leonardo Dalmina_.pdf3.273Mbapplication/pdfView/Open

This item appears in the following Collection(s)

Show simple item record


© AUSJAL 2022

Asociación de Universidades Confiadas a la Compañía de Jesús en América Latina, AUSJAL
Av. Santa Teresa de Jesús Edif. Cerpe, Piso 2, Oficina AUSJAL Urb.
La Castellana, Chacao (1060) Caracas - Venezuela
Tel/Fax (+58-212)-266-13-41 /(+58-212)-266-85-62

Nuestras redes sociales

facebook Facebook

twitter Twitter

youtube Youtube

Asociaciones Jesuitas en el mundo
Ausjal en el mundo AJCU AUSJAL JESAM JCEP JCS JCAP