~/talk

Towards Personality-driven Persuasive Health Games and Gamified Systems

Talkat CHI 2017 · 2017-05-06..05-11· [ux-and-product-design]
name:Rita Orji
links:none on file
links:none on file
links:none on file
slides:none on file

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.

AI-written summary · about

  1. 0:00Introduction and motivation
  2. 2:53Personality-driven persuasive games
  3. 6:05Study design and methodology
  4. 8:15Key findings on strategies
  5. 10:29Design implications and recommendations
  6. 12:59Social strategies and privacy concerns
  7. 14:06Future work and conclusions
  8. 15:11Q&A session
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