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Personalization in Serious and Persuasive Games and Gamified Interactions
Authors
Marc Busch
Wolfgang Hochleitner
+6 more
Michael Lankes
Andrzej Marczewski
Elke Mattheiss
Lennart Nacke
Rita Orji
Manfred Tscheligi
Publication date
1 October 2015
Publisher
'Association for Computing Machinery (ACM)'
Doi
Cite
Abstract
© 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/10.1145/2793107.2810260Serious 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.Österreichische ForschungsförderungsgesellschaftPeer-reviewe
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Last time updated on 28/02/2018
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info:doi/10.1145%2F2793107.281...
Last time updated on 05/06/2019