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 |