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Table 6 Gender-related rules

From: The effects of personalized gamification on students’ flow experience, motivation, and enjoyment

Id Rules Support Confidence Lift
1 if NP_G is very_high and SeflProfile is Hardcore gamer then Gender is Male 0.107 1.000 2.14
2 if WhenPlay is Never then Gender is Female 0.107 1.000 1.877
3 if SeflProfile is I have no idea! and HowPlay is Single player alone then Gender is Female 0.107 1.000 1.877
4 if History is I don’t play videogames then Gender is Female 0.172 0.955 1.792
5 if SeflProfile is I have no idea! and History is I don’t play videogames then Gender is Female 0.131 0.941 1.767
6 if P_C is high and History is Stories are very important to my enjoyment of videogames then Gender is Male 0.107 0.929 1.987
7 if NP_Flow is medium and History is I don’t play videogames then Gender is Female 0.107 0.929 1.743
8 if NP_Flow is medium and P_CTRL is medium and WhenPlay is Rarely then Gender is Female 0.107 0.929 1.743
  1. NP_G, clear goals in the non-personalized system; P_C, concentration in the personalized system; NP_Flow, flow experience in the non-personalized system; P_CTRL, sense of control in the personalized system