Personalization in Serious and Persuasive Games and Gamified Interactions
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Date
2015-10
Authors
Busch, Marc
Mattheiss, Elke
Orji, Rita
Marczewski, Andrzej
Hochleitner, Wolfgang
Lankes, Michael
Nacke, Lennart
Tscheligi, Manfred
Advisor
Journal Title
Journal ISSN
Volume Title
Publisher
Association for Computing Machinery
Abstract
Serious and persuasive games and gamified interactions have become popular in the last years, especially in the realm of behavior change support systems. They have been used as tools to support and influence human behavior in a variety of fields, such as health, sustainability, education, and security. It has been shown that personalized serious and persuasive games and gamified interactions can increase effectivity of supporting behavior change compared to "one-size-fits all"-systems. However, how serious games and gamified interactions can be personalized, which factors can be used to personalize (e.g. personality, gender, persuadability, player types, gamification user types, states, contextual/situational variables), what effect personalization has (e.g. on player/user experience) and whether there is any return on investment is still largely unexplored. This full-day workshop aims at bringing together the academic and industrial community as well as the gaming and gamification community to jointly explore these topics and define a future roadmap.
Description
© Lennart Nacke, 2015. This is the author’s version of the work. It is posted here for your personal use. Not for redistribution. The definitive version was published in CHI PLAY '15 Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, https://doi.org/10.1145/2793107.2810260
Keywords
Gamified interactions, Human computer interaction (hci), Personalization, Persuasive games, Serious games