Towards Personality-driven Persuasive Health Games and Gamified Systems
summary
Large online study with 660 participants tests ten persuasive strategies (storyboard prototypes in a risky alcohol-drinking context) and models effects using the Big Five and partial least squares SEM. Key claims: personalization, simulation and goal-setting persuade broadly; conscientious users respond to goal-setting, simulation, self-monitoring and feedback; openness is negatively affected by rewards, competition, comparison and cooperation; extraversion and agreeableness are most responsive while neuroticism shows no clear relations. Results drive concrete tailoring guidelines and suggest domain validation next.
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chapters (8)
- 0:00Introduction and motivation
- 2:53Personality-driven persuasive games
- 6:05Study design and methodology
- 8:15Key findings on strategies
- 10:29Design implications and recommendations
- 12:59Social strategies and privacy concerns
- 14:06Future work and conclusions
- 15:11Q&A session
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