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. 2021 Feb 15;26(4):4049–4067. doi: 10.1007/s10639-021-10456-9

Table 3.

Mapping game element for positive effect for each personality

Positive effect Suggest for complicate gamification design.
Extraversion Points, Levels, and Leaderboards Leaderboard may have high engagement for higher levels but custom Leaderboard for average students should be implemented, for example friend circle or similar score.
Neuroticism No effective Gamification may not be effective for neuroticism.
Conscientiousness Levels, progress Personality traits may not have a high effect on higher levels preference for gamification designers.
Agreeableness Challenges Personality traits may not have a high effect on higher levels preference for gamification designers.
Imagination/Openness Avatars To appeal to student with higher levels of imagination, applying Avatar in a conventional way should be avoided.