Preferred game genre (adventure) and preferred playing setting (singleplayer) moderated personalization's effect, in both cases in favor of OSFA¶
Claim · All claims
Evidence · 1 study · causalr2·q2
Currency · newest study 2023 · not yet checked against its sources · not reviewed by a person
Subclaims¶
Reading the evidence codes
q is the design tier, i the impact, n the sample, and the kind with its r
the rigour judged within that kind: what each code means.
This claim: no standardized effect is recorded in observations/ for it yet, so no benchmark reading is possible.
q2 i? Adventure-preferring students in the OSFA condition reported better identified regulation and amotivation than personalized peers, and singleplayer-preferring students reported higher intrinsic motivation and identified regulation in OSFA than personalized conditions. → Rodrigues Luiz 2023
Evidence¶
Rodrigues Luiz 2023¶
Rodrigues Luiz, Palomino Paula T., Toda Armando M., Klock Ana C. T., Pessoa Marcela, Pereira Filipe D., Oliveira Elaine H. T., Oliveira David F., Cristea Alexandra I., Gasparini Isabela, Isotani Seiji. (2023). How Personalization Affects Motivation in Gamified Review Assessments. International Journal of Artificial Intelligence in Education. https://doi.org/10.1007/s40593-022-00326-x
q2 · i? · causal · r2
Exploratory 90% bootstrap CI subgroup analyses on preferred game genre and playing setting. For adventure games, "those of the OSFA condition reported better identified regulation and amotivation" than personalized users; the singleplayer contrast above was also interpreted as negative for personalization. No effect sizes were printed.
"Those who prefer singleplayer reported higher intrinsic motivation and identified regulation than those of the personalized condition."
Discussion¶
Related Claims¶
- Multidimensional personalization of gamification produced no statistically significant motivational differences from OSFA gamification in gamified review assessments — related
- Across confirmatory analyses, motivation depended on fewer user characteristics under personalization, and subject and usage interval did not moderate its effect — related
- Personalization's motivational effect was positive for females, with no such difference among males — related
- At session 1, OSFA students made fewer mistakes per assessment item than Personalized-condition students — related
- Performance moderated personalization's effect on external motivation, correlating positively with external motivation only in the OSFA condition — related
Page metadata
| Field | Value |
|---|---|
type |
claim |
id |
game-genre-setting-moderate-personalization |
title |
Preferred game genre (adventure) and preferred playing setting (singleplayer) moderated personalization's effect, in both cases in favor of OSFA |
description |
Preferred game genre (adventure) and preferred playing setting (singleplayer) moderated personalization's effect, in both cases in favor of OSFA |
status |
review |
evidence_strength |
weak |
newest_evidence |
2023 |
generated |
by process:wiki-ingest on 2026-10-27 |
trust |
unverified — no one has confirmed this page's content |
sources |
1 — rodrigues-luiz-2023 |
Frontmatter is the page's machine-readable record — see the Schema & Guide.