Personalization in Serious and Persuasive Games and Gamified Interactions
dc.contributor.author | Busch, Marc | |
dc.contributor.author | Mattheiss, Elke | |
dc.contributor.author | Orji, Rita | |
dc.contributor.author | Marczewski, Andrzej | |
dc.contributor.author | Hochleitner, Wolfgang | |
dc.contributor.author | Lankes, Michael | |
dc.contributor.author | Nacke, Lennart | |
dc.contributor.author | Tscheligi, Manfred | |
dc.date.accessioned | 2018-01-03T20:25:13Z | |
dc.date.available | 2018-01-03T20:25:13Z | |
dc.date.issued | 2015-10 | |
dc.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 | en |
dc.description.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. | en |
dc.description.sponsorship | Österreichische Forschungsförderungsgesellschaft | en |
dc.description.version | Peer-reviewed | en |
dc.identifier.uri | https://doi.org/10.1145/2793107.2810260 | |
dc.identifier.uri | http://hdl.handle.net/10012/12804 | |
dc.language.iso | en | en |
dc.publisher | Association for Computing Machinery | en |
dc.relation.ispartofseries | CHI PLAY '15 Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play; | |
dc.subject | Gamified interactions | en |
dc.subject | Human computer interaction (hci) | en |
dc.subject | Personalization | en |
dc.subject | Persuasive games | en |
dc.subject | Serious games | en |
dc.title | Personalization in Serious and Persuasive Games and Gamified Interactions | en |
dc.type | Conference Paper | en |
dcterms.bibliographicCitation | Busch, M., Mattheiss, E., Orji, R., Marczewski, A., Hochleitner, W., Lankes, M., … Tscheligi, M. (2015). Personalization in Serious and Persuasive Games and Gamified Interactions (pp. 811–816). ACM Press. https://doi.org/10.1145/2793107.2810260 | en |
uws.contributor.affiliation1 | Faculty of Arts | en |
uws.contributor.affiliation2 | Drama and Speech Communication | en |
uws.peerReviewStatus | Reviewed | en |
uws.scholarLevel | Faculty | en |
uws.typeOfResource | Text | en |