2,324 research outputs found
Explore the relations between personality and gamification
Indiana University-Purdue University Indianapolis (IUPUI)Successful gamification motivates users to engage in systems using game-like
experiences. However, a one-size-fits-all approach to gamification is often unsuccessful;
prior studies suggest that personality serves as a key differentiator in the effectiveness of
the approach. To advance the understanding of personality differences and their influence
on users’ behavior and motivation in gamification, this dissertation is comprised of three
studies that: 1) explore the relationships among individuals’ personality traits and
preferences for different gamification features through an online survey; 2) investigate
how people with different personality traits respond to the motivational affordances in a
gamified application over a period of time through a diary study; and 3) reveal how
individuals respond differentially to different kinds of leaderboard experiences based on
their leaderboard rankings, the application domain, and the individuals’ personality traits
through their responses to 9 dynamic leaderboards.
The results from the first study show that extraversion and emotional stability are
the two primary personality traits that differentiate users’ preferences for gamification.
Among the 10 types of motivational affordances, extraverts are more likely to be
motivated by Points, Levels, and Leaderboards. However, the results from the second
(diary) study indicate that, after the first week, extraverts’ preferences for Points
decreased. The motivation effects of Points and Leaderboards changed over the course of
using the gamified application. The results from the third study confirm the findings from
the first two studies about extraversion and revealed that ranking and domain differences are also effective factors in users’ experiences of Leaderboards in gamification. Design
guidelines for gamification are presented based on the results of each of the three studies.
Based on a synthesis of the results from these three studies, this dissertation
proposes a conceptual model for gamification design. The model describes not only the
impact of personality traits, domain differences, and users’ experience over time, but also
illustrates the importance of considering individual differences, application context, and
the potential significance of user persistence in gamification design.
This research contributes to the HCI and gamification communities by uncovering
factors that will affect the way that people respond to gamification systems, considered
holistically
Wearable Computing for Health and Fitness: Exploring the Relationship between Data and Human Behaviour
Health and fitness wearable technology has recently advanced, making it
easier for an individual to monitor their behaviours. Previously self generated
data interacts with the user to motivate positive behaviour change, but issues
arise when relating this to long term mention of wearable devices. Previous
studies within this area are discussed. We also consider a new approach where
data is used to support instead of motivate, through monitoring and logging to
encourage reflection. Based on issues highlighted, we then make recommendations
on the direction in which future work could be most beneficial
Theory-Based Affordances of Utilitarian, Hedonic and Dual-Purposed Technologies: A Literature Review
The key to an information system’s (IS) success is its value experienced by the user. A promising approach to enhance user value is to design for the users’ experiential desires. For example, fulfilled experiential desires enhance the users’ satisfaction and loyalty. Despite these benefits, few design principles exist for developing IS according to the users’ experiential desires. Therefore, the aim of this literature review is to aggregate the current state of knowledge concerning the different theoretical perspectives on utilitarian, hedonic and dual-purposed IS. We build a framework that illustrates the relationship between different theoretical perspectives on IS affordances (i.e., motivational, cognitive, affective, and social) and different technology types (i.e., utilitarian, hedonic, dual-purposed). The presented framework offers a starting point for the development of theory-based design principles for experiential affordances of IS. We conclude with a summary of opportunities for future research to extend our knowledge of experientially fulfilling IS
Essays on Motivations and Motivational Affordances in the Context of Health Information Technology
Despite the tremendous potential of health information technology (HIT) not only to improve the health and well-being of people but also to solve current problems within the health care system, prior research on HIT has provided only limited insights into the behavioral mechanisms behind why people embrace or reject HIT. Given that the benefits of HITs can only be realized when people use them, the examinations of these mechanisms are critical to promote healthy behaviors and improve health outcomes. Therefore, given the importance of understanding these mechanisms as well as the scarcity of research in this area, this dissertation intends to advance IS knowledge by empirically investigating behavioral mechanisms of how individuals’ motivational characteristics influence HIT related behaviors. Specifically, as an overarching behavioral mechanism, this dissertation theorizes that the fit between individuals’ motivations and the technological properties of IS that are designed to fulfill these motivations (i.e., motivational affordances) encourages individuals to use HIT
Designing Leaderboards for Gamification: Perceived Differences Based on User Ranking, Application Domain, and Personality Traits
Leaderboards, a common gamification technique, are used to enhance engagement through social comparisons. Prior research has demonstrated the overall utility of leaderboards but has not examined their effectiveness when individuals are ranked at particular levels or when the technique is applied in different application domains, such as social networking, fitness, or productivity. In this paper, we present a survey study investigating how preferences for leaderboards change based on individual differences (personality traits), ranking, social scoping, and application domains. Our results show that a respondent's position on the leaderboard had important effects on their perception of the leaderboard and the surrounding app, and that participants rated leaderboards most favorably in fitness apps and least favorably in social networking contexts. More extraverted people reported more positive experiences with leaderboards despite their ranking or the application domain. We present design implications for creating leaderboards targeted at different domains and for different audiences
What Determines the Adoption of Digital Innovations by Digital Natives? – The Role of Motivational Affordances
Previous IS research analyzing the adoption of digital innovations has not yet distinguished between digital natives and digital immigrants. Thus, there is still a limited understanding of the special needs regarding digital innovation design and the adoption behavior of individuals identified as digital natives. Therefore, we used a motivational theory perspective from psychological studies to examine the individual needs of digital natives concerning the design of a digital innovation. We conducted a mental simulation experiment with 637 participants. Our findings shed light on the importance of digital nativeness as a predictor of attitudes towards using digital innovations, and the relevance of applying socio-psychological design principles for developing digital innovations
THE ROLE OF GOAL FRAMES REGARDING THE IMPACT OF GAMIFIED PERSUASIVE SYSTEMS ON SUSTAINABLE MOBILITY BEHAVIOR
This study analyzes the motivational processes of a gamified persuasive system in an initiative to en-courage sustainable mobility behavior by promoting bike usage. To increase motivation and drive sus-tainable behavior, the design of persuasive systems is gradually advancing. Game-based functions are often implemented to transform the user experience through playful interactions. This paper explores whether the functions implemented within gamified persuasive systems really fulfill an individual’s goals and needs by analyzing the impact of the user’s personal goals on gamified persuasive system usage and the desired outcome in the domain of sustainable mobility behavior. The theoretical basis for this study comes from the goal-framing theory as well as the perspective of functional affordances. The results in this work indicate that the functions implemented are only partially compatible with us-er goals. Furthermore, the results demonstrate that the influence of goals on sustainable mobility be-havior can be increased through the implementation of specific functions within a persuasive system
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