What Kinds of Users Engage with Different Types of Motivational Design: A Machine Learning Study in GitHub

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Abstract

Motivational information system design, such as the use of gamification, has become a prominent dimension of IS design and research especially in user-facing systems where user engagement is crucial such as in crowdsourcing, electronic-commerce or online education. A major bottleneck currently is the inability to tailor or personalize motivational design to more accurately match users’ behavioral patterns, background traits or personality. Towards this end we investigate how user behavior logs, collected from the last 15 years comprised of 10,000 users of GitHub, can be used to predict user engagement with different types of motivational design through machine learning. The
results show that behavior-related metrics are the most predictive, followed by social network-related metrics, while user profile-related metrics are less influential. These findings challenge static user classification models, emphasizing the need for adaptive, network-aware gamification strategies. This study offers theoretical insights into gamification engagement and practical recommendations for personalized gamification design.
Original languageEnglish
Title of host publicationPACIS 2025 Proceedings
PublisherAssociation for Information Systems
Number of pages17
Publication statusPublished - 2025
Publication typeA4 Article in conference proceedings
EventPacific Asia Conference on Information Systems - Kuala Lumpur, Malaysia
Duration: 5 Jul 20259 Jul 2025

Publication series

NamePacific Asia Conference on Information Systems (PACIS)
ISSN (Electronic)2689-6354

Conference

ConferencePacific Asia Conference on Information Systems
Country/TerritoryMalaysia
CityKuala Lumpur
Period5/07/259/07/25

Keywords

  • Gamification
  • Motivational Design
  • Social Network Analysis
  • Machine Learning
  • User Engagement

Publication forum classification

  • Publication forum level 1

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