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


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Editorial Advisory Board's Chair
William Lesso

Editor-in-Chief
Nagib C. Callaos


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The International Institute of
Informatics and Systemics

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Effect of Flow on Cultured Cell at Micro-Pattern of Ridge Lines
Haruka Hino, Shigehiro Hashimoto, Yusuke Shinozaki, Hiromi Sugimoto, Yusuke Takahashi
(pages: 1-7)

Bridging the Semantic and Lexical Webs: Concept-Validating and Hypothesis-Exploring Ontologies for the Nexus-PORTAL-DOORS System
Adam Craig, Seung-Ho Bae, Carl Taswell
(pages: 8-13)

The Learning Science through Theatre Initiative in the Context of Responsible Research and Innovation
Zacharoula Smyrnaiou, Elena Georgakopoulou, Menelaos Sotiriou, Sofoklis Sotiriou
(pages: 14-22)

Perceptions and Preferences of High School Students in STEM: A Case Study in Connecticut and Mississippi
Bin (Brenda) Zhou, Clifford Anderson, Feng Wang, Lin Li
(pages: 23-26)

A Study on the Meaning of the ‘Lifelong Learning to Be’ Implicated in the Philosophy of Nietzsche
Kwanchun Lee, Soo Yeon Choi, Un Shil Choi
(pages: 27-32)

Barriers to Social Innovation and Ways of Overcoming them in Latvia
Karine Oganisjana, Yuliya Eremina, Salome Gvatua, Benjamin Ngongo Kabwende, Ozoemena Joseph Chukwu
(pages: 33-38)

Unmanned Aerial Vehicle-Based Automobile License Plate Recognition System for Institutional Parking Lots
Julian Dasilva, Ricardo Jiménez, Roland Schiller, Sanja Zivanovic González
(pages: 39-43)

Dialectal Atlas of the Arab World - between Intention and Reality
Oleg Redkin, Olga Bernikova
(pages: 44-47)

IT Risk and Chaos Theory: Effect on the Performance of South African SMEs
Anass Bayaga, Stephen Flowerday, Liezel Cilliers
(pages: 48-53)

How to Apply the User Profile Usability Technique in the User Modelling Activity for an Adaptive Food Recommendation System for People on Special Diets
Lucrecia Llerena, Nancy Rodríguez, Pablo Gómez-Abajo, John W. Castro
(pages: 54-63)

Policies, Legislation and Regulatory Compliance Governance Impact on Strategic Management of Higher Education and Research Institutions in Latvia
Anita Straujuma, Inga Lapina, Elina Gaile-Sarkane, Modris Ozolins
(pages: 64-69)

Parallel Prediction of Stock Volatility
Priscilla Jenq, John Jenq
(pages: 70-73)

Hacking a Bridge: An Exploratory Study of Compliance-Based Information Security Management in Banking Organization
Tesleem Fagade, Theo Tryfonas
(pages: 74-80)

Improvement in the Physical and Psychological Well-Being of Persons with Spinal Cord Injuries by Means of Powered Wheelchairs Driven by Dual Power Wheels and Mobile Technologies
Yee-Pien Yang, Li-Jen Weng, Ye-Yu Yeh, Hui-Fen Mao, Ray-I. Chang
(pages: 81-87)

Data Mediation with Enterprise Level Security
Kevin E. Foltz, William R. Simpson
(pages: 88-93)


 

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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