Towards Personality-driven Persuasive Health Games and Gamified Systems

被引:154
作者
Orji, Rita [1 ,2 ]
Nacke, Lennart E. [2 ]
Di Marco, Chrysanne [1 ]
机构
[1] Univ Waterloo, Cheriton Sch Comp Sci, Waterloo, ON, Canada
[2] Univ Waterloo, HCI Games Grp, Games Inst, Waterloo, ON, Canada
来源
PROCEEDINGS OF THE 2017 ACM SIGCHI CONFERENCE ON HUMAN FACTORS IN COMPUTING SYSTEMS (CHI'17) | 2017年
基金
加拿大自然科学与工程研究理事会;
关键词
Persuasive game; personality; personalization; persuasive strategies; gamified design; behavior change; risky health behavior; serious games; COMPUTER-TAILORED GAME; REDUCE BINGE DRINKING; DUTCH ADOLESCENTS; MOTIVATIONS; EFFICACY;
D O I
10.1145/3025453.3025577
中图分类号
TP3 [计算技术、计算机技术];
学科分类号
0812 ;
摘要
Persuasive games and gamified systems are effective tools for motivating behavior change using various persuasive strategies. Research has shown that tailoring these systems can increase their efficacy. However, there is little knowledge on how game-based persuasive systems can be tailored to individuals of various personality traits. To advance research in this area, we conducted a large-scale study of 660 participants to investigate how different personalities respond to various persuasive strategies that are used in persuasive health games and gamified systems. Our results reveal that people's personality traits play a significant role in the perceived persuasiveness of different strategies. Conscientious people tend to be motivated by goal setting, simulation, self-monitoring and feedback; people who are more open to experience are more likely to be demotivated by rewards, competition, comparison, and cooperation. We contribute to the CHI community by offering design guidelines for tailoring persuasive games and gamified designs to a particular group of personalities.
引用
收藏
页码:1015 / 1027
页数:13
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