Adaptive Gamification in Higher Education
Tailoring Game Elements to Player Profiles and Gender Differences
Bibliographic Data
| ID | 16913752 |
|---|---|
| Authors | Óscar Rodrigo González López (0000-0001-6610-3676, Universidad de Extremadura), María Buenadicha Mateos (0000-0002-7773-9378, Universidad de Extremadura), Juan Luis Tato Jiménez (0000-0003-2074-6777, Universidad de Extremadura), María Isabel Sánchez Hernández (0000-0002-6806-1606, Universidad de Extremadura, corresponding author) |
| Year | 2025 |
| Volume | 15 |
| Issue | 3 |
| Publication date | 2025-07-01 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | SAGE Open (JOURNAL) |
| Journal identifiers | ISSN: 2158-2440 • E-ISSN: 2158-2440 |
| Publisher | SAGE Publications (PUBLISHER • US) |
| DOI | 10.1177/21582440251377738 |
| OpenAlex | W4414570816 |
| Language | EN |
| Citations received | 1 |
| References cited | 68 |
Using a descriptive cross-sectional survey design, this study investigates how different player types—achiever, explorer, killer, and socializer—engage with gamified learning elements in higher education. Grounded in Self-Determination Theory—which emphasizes autonomy, competence, and relatedness in fostering intrinsic motivation—the research analyzes 481 business students in Spain, focusing on pure player profiles within the Mechanics, Dynamics, and Components (MDC) framework. The findings underscore the importance of a personalized approach to gamification, moving beyond standardized designs to better align game elements with individual player characteristics and gender. By tailoring strategies to distinct profiles, educators can foster deeper student engagement and motivation. These insights contribute to the academic discourse on adaptive gamification and support policy development aimed at creating more effective, context-sensitive learning environments in higher education
Electronic learning · Game design · Grounded theory · Higher education · Student engagement · Survey data collection · Educational Games and Gamification · Impact of Technology on Adolescents · Online Learning and Analytics
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At Least Nine Ways to Play
| Unique citing works | 1 |
|---|---|
| Citations per year | 1 |
| Citation span | 2026 - 2026 (1) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 1 |