Beruflich Dokumente
Kultur Dokumente
VOLUME I
CONTENTS
Contents
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Interdisciplinary Research, Education, and Communication: IDREC 2018
Butler Carroll, Traci; Philips Jr., Billy (USA): ''Texas Tech University Health Sciences Center
Frontiers in Telemedicine Simulation Lab and Certificate Course: Facility and Curriculum
1
Development''
Detand, Jan; Emmanouil, Marina (Belgium): ''Multiple Research Perspectives as a Paradigm to Co-
Create Meaningful Real-life Experiences'' 14
Easton, Diana (USA): ''A Methodology to Integrate Regulatory Expertise, Research and Education
to Accelerate Biomedical Device Translation'' 18
Farouk, Hesham (Egypt): ''Setting the Scene for 2025 Video Technology Trends''
23
Giladi, Ran (Israel): ''A Tale of Interdisciplinary Studies: Communication Systems Engineering''
29
González Mariño, Julio César; Cantú Gallegos, Ma. de Lourdes; Camacho Cruz, Hugo Eduardo;
Rosales Camacho, José Alejandro (Mexico): ''Redesigning the Bartle Test of Gamer Psychology for
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its Application in Gamification Processes of Learning''
Kusumi, Ariyoshi; Kobayashi, Kayoko (Japan): ''An Educational Framework for Decision-Making
and Problem-Solving'' 41
Leung, Tiffany; Zulkernine, Farhana; Isah, Haruna (Canada): ''The Use of Virtual Reality in
Enhancing Interdisciplinary Research and Education'' 46
Leybourne, Bruce (USA): ''Hurricane Irma 2017: Relationships with Lightning, Gravity, and
Earthquakes'' 52
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Proceedings of The 12th International Multi-Conference on Society, Cybernetics and Informatics (IMSCI 2018)
Redesigning the Bartle Test of Gamer psychology for its application in gamification
processes of learning.
Julio César GONZÁLEZ MARIÑO, Ma. De Lourdes CANTÚ GALLEGOS,
Hugo Eduardo CAMACHO CRUZ y José Alejandro ROSALES CAMACHO
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Proceedings of The 12th International Multi-Conference on Society, Cybernetics and Informatics (IMSCI 2018)
To implement successful gamification processes of learning, it is The test consists in a series of questions associated with a
necessary to know the personality types of gamers who dominate mathematic formula to obtain a result known as the “Bartle
the audience, to incorporate mechanics and dynamics in the coefficient”, which is calculated on the basis of the answers of
system design relevant for the types of gamer found [14]. The thirty random questions that make a 200% sum in all categories,
Bartle test of gamer psychology is an instrument widely used by without a single category reaching above 100%. This means a
video game designers that identify four Gamer personalities: user can get something like "100% Killer, 50% Socializer, 40%
Achievers, Explorers, Socializers, and Killers. Achiever, 10% Explorer". The example represents a player that
prefers to fight other players more than any other area of interest.
In the next section, we explain the Bartle test in detail and the Results tend to be abbreviated with the first letter of each
reasons to improve it. category, in coefficient order. In the previous example, this result
would be written down as a “KSAE” result.
2. BARTLE TEST OF GAMER PSICHOLOGY. Despite criticism imposed for its limitations, the original Bartle
Test has been answered by more than one million users, and it’s
Richard Bartle is a British writer, professor and researcher, an international reference used by video game designers and
considered by many to be a pioneer in the videogame industry. gamification experts.
Current online role-playing games are based in the first MUD
(Multi-User Dungeon) created by Bartle and Roy Trubshaw in The limitations of the Bartle test as originally written are
1978. These games employ the architecture of classic role- multiple. Demographically, the test is limited to players of the
playing games such as Dungeons & Dragons and Pathfinder, in MUDs genre, which although considered the originator of
an environment where users can chat with each other, sharing multiple genres of videogames, does not cover the whole range
secrets, solving puzzles together and putting their skill and their of genres and subgenera that have appeared in the last decades.
avatar’s abilities to the test [15]. So, it is possible that young users do not understand the video
game scenario presented in the question.
Bartle (1996) developed a study about gamer psychology in
virtual worlds. In his analysis, players are classified in four types: Various adaptations of the test have been created in an attempt to
Achievers, Explorers, Socializers and Killers. reach a wider audience, but no formal extension has been made
to other well-defined genres [18].
1. Achievers have overcoming challenges and
accumulating rewards for doing so as their main objective. The original Test is designed with dichotomous questions, that
2. Explorers prefer to discover and learn any new or limits the user and may represent an inconsistency in the results,
unknown element in the system by choosing one of the two options presented to him, even if he
3. Socializers feel attraction for the social aspects in the does not understand the question or does not apply in its context
game [19].
4. Killers seek to compete with other players
For this reason, the Bartle Test has been improved by updating
These approaches may arise from the inter-relationship of two the items and modifying the structure of questions using the
dimensions of playing style: action versus interaction, and world- Likert scale, so that the results objectively represent the types of
oriented versus player-oriented [16]. For example, Socializers dominant gamers and the ecosystem of the current games.
interacts with other players and Killers acts on them, Explorers
interacts with the virtual world and Achievers interacts in the The new Test was developed in a Web platform, to facilitate its
virtual world [17]. Figure 1. application and obtain immediate results, which allow making
decisions about the elements to be used in the design and
Figura1. Two Dimensions of player style development of gamification processes of learning.
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Proceedings of The 12th International Multi-Conference on Society, Cybernetics and Informatics (IMSCI 2018)
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Proceedings of The 12th International Multi-Conference on Society, Cybernetics and Informatics (IMSCI 2018)
is created towards the result of this sum, via: pA+ pE+pK+pS=1 fundamental elements for the project's objectives [27]. For this
Eq (2). purpose, Boostrap's CSS3 technology was used with design
templates based on HTML and CSS; for typography, shapes,
In this manner, the relational graph connects completely. This buttons, navigation and other interface components, as well as
restriction is only needed to know the final result of the category optional JavaScript [28]. This facilitates the development with
combinations. Once we know the amount of n genres to work the Responsive Web Design approach. It is a new network
with, and the amount of needed questions to create a new test paradigm, based on the assumption that users have access to
based on one of the m hypothetical genres, we can conclude the many devices with different screen resolutions and capacities
amount of needed questions to cover the entire body of the [29]. The websites return to a simplified and minimalist state,
instrument is as follows: n * m = 6 * 6 = 36 Eq (3) questions. optimized to be uploaded to the quick page and adjusting its size
in real time.
Validating the new Test
Each of the test items was written and validated via cognitive pre- To store, access and edit the test results, a database was created
testing, in which a determined number of users solve the test, with Controller View Model methodology [30]. The database
arguing in a qualitative manner if the content of the items is interacts with the HTML platform via SQL Server 2014 tools, a
adequate for their purposes [20]. generic Microsoft DBMS with ASP.NET infrastructure. In
addition, the new Razor view engine was used, which due to its
In this case, the objective is to reflect the new video game intuitive syntax allows to optimize the code lines [31].
ecosystem and their categorization, as well as the interests of the
gamers themselves. Figure 2 graphically shows the technologies used in the
development of the Web platform, the database and their
To validate the content of the items, a group of experts was interactions.
selected who fulfilled two conditions: having finished, or about
to conclude, higher education; and know or have played enough
video games of one or more genres used in the test.
The group of experts answers the test and is asked for the
following:
• Explain qualitatively your experience regarding the
genres of video games chosen to answer the test.
• Number of titles played that belong to the chosen genre
to answer the test.
• Answer Yes or No. The content of the test questions is
contextually appropriate for the genre of video games Figure 2. Interactions of technologies used in the Web Platform.
that represent. Source: Own Elaboration
• If the expert's response was "no", he should explain his
answer, selecting one or more of three possibilities: The Interface
1. The questions are not contextually In the initial screen the first interaction of the user with the test,
applicable to the gender they are trying to is to choose between the six genres of video games, the one he
represent. likes the most to play. Figure 3.
2. The questions include concepts and
situations that do not belong to the genre that The next screen collects personal data of the user. The following
I selected. six screens contain questions related to the genre of video games
3. The questions are too ambiguous to cover all that the user selected as their favorite.
the games of the genre that I selected
That is, at least 50% approval is needed for the content of the test
items to be considered valid. Therefore, the content validity test
of the instrument had an 80% acceptance, which far exceeds the
acceptable minimum according to the selected method. Figure 3. Initial Interface. Video game genre selection.
Web Platform Development
For the design and development of the Web platform, we chose Figure 4, shows an example of a question related to the genre of
to use a Front-End to Back-End model. Considering in the video games selected by the user.
design, the user experience (UX) and the user interface (UI) as
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Proceedings of The 12th International Multi-Conference on Society, Cybernetics and Informatics (IMSCI 2018)
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Proceedings of The 12th International Multi-Conference on Society, Cybernetics and Informatics (IMSCI 2018)
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