Gamispotify: a gamified social music recommendation system based on users’ personal values

Abstract In this article, we have introduced Gamispotify. For the first time, in a social network-based environment, and by benefiting from gamification and crowdsourcing, Gamispotify recommends music to the users based on their personal values. The proposed method has been compared to another published article by conducting two experiments and surveys on 32 application participants. Experimental results indicate that user engagement has significantly increased using the proposed method. Spending time on the application increased by 299.48%, the music play count increased by 150%, and receiving music recommendations increased by 244.41%. Statistical analysis using the Wilcoxon Signed-Rank Test confirmed these improvements were significant (p < 0.05). Moreover, survey results support these findings and show a notable increase in user satisfaction with the proposed music recommendation system compared with the previous work (p = 0.019). It also indicates that the proposed method successfully motivated users to discover new songs (p = 0.043). We have also found that social networking features, recommendations based on personal values, and gamification have positively impacted the users’ motivation to use the music streaming application.

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Publication Details

Journal
Multimedia Tools and Applications
Published
2025-02-01
DOI
https://doi.org/10.1007/s11042-024-20588-y
Citations
1
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
4.20

Funders

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article

Gamispotify: a gamified social music recommendation system based on users’ personal values

Miguel Herrera Carrillo, Ignacio Aedo, Mohammad Hajarian, Paloma Dı́az
1 citations
Multimedia Tools and Applications
Digital Games and Media
4.20
article

Gamispotify: a gamified social music recommendation system based on users’ personal values

Miguel Herrera Carrillo, Ignacio Aedo, Mohammad Hajarian, Paloma Dı́az
article en
1 citations

Abstract

Abstract In this article, we have introduced Gamispotify. For the first time, in a social network-based environment, and by benefiting from gamification and crowdsourcing, Gamispotify recommends music to the users based on their personal values. The proposed method has been compared to another published article by conducting two experiments and surveys on 32 application participants. Experimental results indicate that user engagement has significantly increased using the proposed method. Spending time on the application increased by 299.48%, the music play count increased by 150%, and receiving music recommendations increased by 244.41%. Statistical analysis using the Wilcoxon Signed-Rank Test confirmed these improvements were significant (p < 0.05). Moreover, survey results support these findings and show a notable increase in user satisfaction with the proposed music recommendation system compared with the previous work (p = 0.019). It also indicates that the proposed method successfully motivated users to discover new songs (p = 0.043). We have also found that social networking features, recommendations based on personal values, and gamification have positively impacted the users’ motivation to use the music streaming application.

Multimedia Tools and ApplicationsVol. 84(30)
Universidad Carlos III de Madrid (ES)
European Commission, Universidad Carlos III de Madrid, Horizon 2020 Framework Programme, H2020 Marie Skłodowska-Curie Actions
Openalex Percentile: Top 10%
Digital Games and Media
4.20
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