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file:: [MLE23_paper_5_1691614582934_0.pdf](../assets/MLE23_paper_5_1691614582934_0.pdf)
file-path:: ../assets/MLE23_paper_5_1691614582934_0.pdf
- Gamification refers to the application of gaming concepts in non-playful contexts to encourage engagement with a product or service.
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- hese systems are based on a set of rules defined by game designers, who specify the conditions that must be met to evolve the state of a game and the associated consequence
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- Gameful systems
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- certain limitations that can give rise to undesirable or unforeseen behaviors
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- entire rule lifecycle process
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- asy-to-use
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- simple
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- gamification can incentivize and motivate individuals to adopt more sustainable habits and lifestyles
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- enhance the sense of community and collective action towards sustainability
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- Rules play a critical role in gamification as they define the boundaries, constraints, and objectives of the gam
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- ame designers can guide the players behavior, motivate them to take specific actions, and provide feedback on their performance
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- gamification elements
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- Drools
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- he Left Hand Side that describes the conditions to met for their execution and the Right Hand Side that corresponds to the actual consequences of the rules on the state of the game
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- Applicant
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- important gap between their domains knowledge and their coding skills
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- Moreover, the rules definition is not followed by a well structured testing phase that allows a prior verification of their semantic correctness, this means that some rules dont work as expected resulting in users dissatisfaction and complaints.
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- Using a domain-specific language (DSL) to specify gamification rules can provide several advantages over using a more general-purpose languag
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- A welldesigned DSL can include built-in checks and constraints that ensure that the rules are consistent and coherent, and that they conform to best practices and industry standards
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- actual limitation
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- DSL4GaR
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- a graph representing the evolution of the state of a gam
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- erify the correctness of the defined rules
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- verify their possible interference
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- drawbacks
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- chained executions of the rules and their possible interference
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- guiding the designers during the process to avoid error
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- effective tool to permit rules simulation
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- erify the actual changes
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- one or more rule are triggered, for example, by the same facts.
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- asy-to-use APIs
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- test the rules and verify their outcomes;
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- easily
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- During the simulation the designers can also define a list of assertions on the games state that are automatically verified during the process; if something unexpected happens, the graph reports the encountered errors and the relative unverified assertion
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- Fig. 1: Game state transitions.
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