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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