Journal of
Systemics, Cybernetics and Informatics
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ISSN: 1690-4524 (Online)


Peer Reviewed Journal via three different mandatory reviewing processes, since 2006, and, from September 2020, a fourth mandatory peer-editing has been added.

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Published by
The International Institute of Informatics and Cybernetics


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Honorary Editorial Advisory Board's Chair
William Lesso (1931-2015)

Editor-in-Chief
Nagib C. Callaos


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The International Institute of
Informatics and Systemics

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Transfer Learning for Facial Emotion Recognition on Small Datasets
Paolo Barile, Clara Bassano, Paolo Piciocchi
(pages: 1-5)

How to Link Educational Purposes and Immersive Video Games Development? An Ontological Approach Proposal
Nathan Aky
(pages: 6-13)

Application of Building Information Modeling (BIM) in the Planning and Construction of a Building
Renata Maria Abrantes Baracho, Luiz Gustavo da Silva Santiago, Antonio Tagore Assumpção Mendoza e Silva, Marcelo Franco Porto
(pages: 14-19)

Transformative, Transdisciplinary, Transcendent Digital Education: Synergy, Sustainability and Calamity
Rusudan Makhachashvili, Ivan Semenist
(pages: 20-27)

New Online Tools for the Data Visualization of Bivalve Molluscs' Production Areas of Veneto Region
Eleonora Franzago, Claudia Casarotto, Matteo Trolese, Marica Toson, Mirko Ruzza, Manuela Dalla Pozza, Grazia Manca, Giuseppe Arcangeli, Nicola Ferrè, Laura Bille
(pages: 28-32)

Geodata Processing Methodology on GIS Platforms When Creating Spatial Development Plans of Territorial Communities: Case of Ukraine
Olena Kopishynska, Yurii Utkin, Ihor Sliusar, Leonid Flehantov, Mykola Somych, Oksana Yakovlieva, Olena Scryl
(pages: 33-40)

D-CIDE: An Interactive Code Learning Program
Lukas Grant, Matthew F. Tennyson, Jason Owen
(pages: 41-46)

Interdisciplinary Digital Skills Development for Educational Communication: Emergency and Ai-Enhanced Digitization
Rusudan Makhachashvili, Ivan Semenist, Ganna Prihodko, Irina Kolegaeva, Olexandra Prykhodchenko, Olena Tupakhina
(pages: 47-51)

Interdisciplinarity in Smart Systems Applied to Rural School Transport in Brazil
Renata Maria Abrantes Baracho, Mozart Joaquim Magalhães Vidigal, Marcelo Franco Porto, Beatriz Couto
(pages: 52-59)

Peculiarities of the Realization of IT Projects for the Implementation of ERP Systems on the Path of Digitalization of Territorial Communities Activities
Olena Kopishynska, Yurii Utkin, Ihor Sliusar, Khanlar Makhmudov, Olena Kalashnyk, Svitlana Moroz, Olena Kyrychenko
(pages: 60-67)


 

Abstracts

 


ABSTRACT


What Do Deep Statistical Analysis on Gaming Motivation and Game Characteristics Clusters Reveal about Targeting Demographics when Designing Gamified Contents?

Alireza Tavakkoli, Donald Loffredo, Mark Ward Sr.


This paper presents the comprehensive results of the study of a cohort of college graduate and undergraduate students who participated in playing a Massively Multiplayer Online Role Playing Game (MMORPG) as a gameplay rich with social interaction as well as intellectual and aesthetic features. We present the full results of the study in the form of inferential statistics and a review of our descriptive statistics previously reported in [46]. Separate one-way independent-measures multivariate analysis of variance (MANOVA)’s were used to analyze the data from several instruments to determine if there were statistically significant differences first by gender, then by age group, and then by degree. Moreover, a one-way repeated-measures analysis of variance (ANOVA) was used to determine if there was a statistically significant difference between the clusters in the 5 gaming clusters on the Game Characteristic Survey. Follow-up paired samples t-tests were used to see if there was a statistically significant difference between each of the 10 possible combinations of paired clusters. Our results support the hypotheses and outline the features that may need to be taken into account in support of tailoring gamified educational content targeting a certain demographic. Sections 1, 2, and 3 below from our pervious study [46] are included because this is the second part of the two-part study.

[46] Tavakkoli, A., Loffredo, D., Ward, M., Sr. (2014). “Insights from Massively Multiplayer Online Role Playing Games to Enhance Gamification in Education”, Journal of Systemics, Cybernetics, and Informatics, 12(4), 66-78.

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