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Intelligent Gamification Mechanics Using Fuzzy-AHP and K-Means to Provide Matched Partner Reference

dc.contributor.authorMarisa, Fitri
dc.contributor.authorAhmad, Sharifah Sakinah Syed
dc.contributor.authorKausar, Nasreen
dc.contributor.authorKousar, Sajida
dc.contributor.authorPamucar, Dragan
dc.contributor.authorIde, Nasr Al Din
dc.date.accessioned2026-06-27T14:46:51Z
dc.date.issued2022
dc.description.abstractPlayers in the Small and Medium System (SME) collaboration gamification system need suitable partner references to support the goals of their activities. This study aims to build an intelligent system gamification mechanics model to provide the proper partner reference for players. The following steps are carried out sequentially in carrying out this research. First, analyze needs for a recommendation model that supports partner reference. Second, design an intelligent system formula using the Fuzzy-Analytical Hierarchy Process (Fuzzy-AHP) and K-Means algorithms to obtain partner reference recommendation patterns and segmentation of similarity of interests between partners. Third, compile the scenario of recommendation model mechanics which involves actors and activities involved in the model. Fourth, design use cases and activity diagrams to translate scenarios in the form of program flow. Fifth, code programs related to use cases and activity diagrams. The sixth is to conduct experiment with the prototype results to test all the functions of the proposed model. Fuzzy-AHP produces a weight for each tested data which can be claimed as a ranking, with the highest weight value being 9,980. K-Means produces 3 clusters in which, based on this experimental data, the third cluster has the most members. Both models are realized in the dashboard, and referring to experiments from 63 respondents, the model shows its performance by displaying SME rankings and clusters according to the data and criteria being tested. Intelligent system algorithms are to develop models of gamification mechanics, primarily to support player decisions in determining more effective game steps. This model can work well if sufficient data requirements support it. Therefore, the proposed mechanics depends on game activities, and more data are available to be extracted and produce more precise recommendations.en
dc.description.urihttps://doi.org/10.1155/2022/8292991
dc.identifier.doi10.1155/2022/8292991
dc.identifier.eissn1607-887X
dc.identifier.issn1026-0226
dc.identifier.urihttps://hdl.handle.net/20.500.14981/64677
dc.identifier.volume2022
dc.identifier.wos000811000700005
dc.language.isoeng
dc.publisherWILEY
dc.relation.ispartofDISCRETE DYNAMICS IN NATURE AND SOCIETY
dc.rightsopenAccess
dc.subjectMathematics
dc.subjectScience & Technology - Other Topics
dc.titleIntelligent Gamification Mechanics Using Fuzzy-AHP and K-Means to Provide Matched Partner Reference
dc.typeArticle
dspace.entity.typePublication
local.import.sourceWOS

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