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Table 14 User preference summary

From: Behavioural design of gamification elements and exploration of player types in youth basketball training

 

Frame 1(%)

Frame 2 (%)

Frame 3 (%)

Frame 4 (%)

Frame 5 (%)

Performance

29.9

16.8

13.4

22.4

17.5

Ecological

14.9

18.3

16.8

21.4

28.6

Personal

17.5

21.1

30.7

16.0

14.7

Social

25.0

32.2

25.0

17.8

 

Fictional

45.4

54.6

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