Personality-targeted Gamification: A Survey Study on Personality Traits and Motivational Affordances

被引:126
作者
Jia, Yuan [1 ]
Xu, Bin [2 ]
Karanam, Yamini [1 ]
Voida, Stephen [3 ]
机构
[1] Indiana Univ Indianapolis IUPUI, Sch Informat & Comp, Indianapolis, IN 46202 USA
[2] Cornell Univ, Informat Sci, Ithaca, NY 14853 USA
[3] Univ Colorado, Dept Informat Sci, Boulder, CO 80309 USA
来源
34TH ANNUAL CHI CONFERENCE ON HUMAN FACTORS IN COMPUTING SYSTEMS, CHI 2016 | 2016年
关键词
Gamification; motivational affordances; personality; user interface design;
D O I
10.1145/2858036.2858515
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
While motivational affordances are widely used to enhance user engagement in "gamified" apps, they are often employed en masse. Prior research offers little guidance about how individuals with different dispositions may react-positively and negatively-to specific affordances. In this paper, we present a survey study investigating the relationships among individuals' personality traits and perceived preferences for various motivational affordances used in gamification. Our results show that extraverts tend to be motivated by Points, Levels, and Leaderboards; people with high levels of imagination/openness are less likely to be motivated by Avatars. Negative correlations were found between emotional stability (the inverse of neuroticism) and several motivational affordances, indicating a possible limitation of gamification as an approach for a large segment of the population. Our findings contribute to the HCI community, and in particular to designers of persuasive and gamified apps, by providing design suggestions for targeting specific audiences based on personality.
引用
收藏
页码:2001 / 2013
页数:13
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