Modeling the efficacy of persuasive strategies for different gamer types in serious games for health
Abstract Persuasive games for health are designed to alter human behavior or attitude using various Persuasive Technology (PT) strategies. Recent years have witnessed an increasing number of such games, which treat players as a monolithic group by adopting a one-size-fits-all design approach. Studie...
Ausführliche Beschreibung
Autor*in: |
Orji, Rita [verfasserIn] |
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Format: |
Artikel |
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Sprache: |
Englisch |
Erschienen: |
2014 |
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Schlagwörter: |
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Anmerkung: |
© Springer Science+Business Media Dordrecht 2014 |
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Übergeordnetes Werk: |
Enthalten in: User modeling and user adapted interaction - Springer Netherlands, 1991, 24(2014), 5 vom: 14. Juli, Seite 453-498 |
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Übergeordnetes Werk: |
volume:24 ; year:2014 ; number:5 ; day:14 ; month:07 ; pages:453-498 |
Links: |
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DOI / URN: |
10.1007/s11257-014-9149-8 |
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Katalog-ID: |
OLC2054595691 |
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520 | |a Abstract Persuasive games for health are designed to alter human behavior or attitude using various Persuasive Technology (PT) strategies. Recent years have witnessed an increasing number of such games, which treat players as a monolithic group by adopting a one-size-fits-all design approach. Studies of gameplay motivation have shown that this is a bad approach because a motivational approach that works for one individual may actually demotivate behavior in others. In an attempt to resolve this weakness, we conducted a large-scale study on 1,108 gamers to examine the persuasiveness of ten PT strategies that are commonly employed in persuasive game design, and the receptiveness of seven gamer personalities (gamer types identified by BrianHex) to the ten PT strategies. We developed models showing the receptiveness of the gamer types to the PT strategies and created persuasive profiles, which are lists of strategies that can be employed to motivate behavior for each gamer type. We then explored the differences between the models and, based on the results, proposed two approaches for data-driven persuasive game design. The first is the one-size-fits-all approach that will motivate a majority of gamers, while not demotivating any player. The second is the personalized approach that will best persuade a particular type of gamer. We also compiled a list of the best and the worst strategies for each gamer type. Finally, to bridge the gap between game design and PT researchers, we map common game mechanics to the persuasive system design strategies. | ||
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10.1007/s11257-014-9149-8 doi (DE-627)OLC2054595691 (DE-He213)s11257-014-9149-8-p DE-627 ger DE-627 rakwb eng 004 VZ Orji, Rita verfasserin aut Modeling the efficacy of persuasive strategies for different gamer types in serious games for health 2014 Text txt rdacontent ohne Hilfsmittel zu benutzen n rdamedia Band nc rdacarrier © Springer Science+Business Media Dordrecht 2014 Abstract Persuasive games for health are designed to alter human behavior or attitude using various Persuasive Technology (PT) strategies. Recent years have witnessed an increasing number of such games, which treat players as a monolithic group by adopting a one-size-fits-all design approach. Studies of gameplay motivation have shown that this is a bad approach because a motivational approach that works for one individual may actually demotivate behavior in others. In an attempt to resolve this weakness, we conducted a large-scale study on 1,108 gamers to examine the persuasiveness of ten PT strategies that are commonly employed in persuasive game design, and the receptiveness of seven gamer personalities (gamer types identified by BrianHex) to the ten PT strategies. We developed models showing the receptiveness of the gamer types to the PT strategies and created persuasive profiles, which are lists of strategies that can be employed to motivate behavior for each gamer type. We then explored the differences between the models and, based on the results, proposed two approaches for data-driven persuasive game design. The first is the one-size-fits-all approach that will motivate a majority of gamers, while not demotivating any player. The second is the personalized approach that will best persuade a particular type of gamer. We also compiled a list of the best and the worst strategies for each gamer type. Finally, to bridge the gap between game design and PT researchers, we map common game mechanics to the persuasive system design strategies. Tailored persuasion Persuasive technology Persuasive game Gamer types Persuasive strategies Health Player typology Serious games Personalized persuasion Healthy eating BrainHex Vassileva, Julita aut Mandryk, Regan L. aut Enthalten in User modeling and user adapted interaction Springer Netherlands, 1991 24(2014), 5 vom: 14. Juli, Seite 453-498 (DE-627)130998494 (DE-600)1083524-6 (DE-576)029154456 0924-1868 nnns volume:24 year:2014 number:5 day:14 month:07 pages:453-498 https://doi.org/10.1007/s11257-014-9149-8 lizenzpflichtig Volltext GBV_USEFLAG_A SYSFLAG_A GBV_OLC SSG-OLC-MAT GBV_ILN_22 GBV_ILN_70 GBV_ILN_4318 AR 24 2014 5 14 07 453-498 |
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10.1007/s11257-014-9149-8 doi (DE-627)OLC2054595691 (DE-He213)s11257-014-9149-8-p DE-627 ger DE-627 rakwb eng 004 VZ Orji, Rita verfasserin aut Modeling the efficacy of persuasive strategies for different gamer types in serious games for health 2014 Text txt rdacontent ohne Hilfsmittel zu benutzen n rdamedia Band nc rdacarrier © Springer Science+Business Media Dordrecht 2014 Abstract Persuasive games for health are designed to alter human behavior or attitude using various Persuasive Technology (PT) strategies. Recent years have witnessed an increasing number of such games, which treat players as a monolithic group by adopting a one-size-fits-all design approach. Studies of gameplay motivation have shown that this is a bad approach because a motivational approach that works for one individual may actually demotivate behavior in others. In an attempt to resolve this weakness, we conducted a large-scale study on 1,108 gamers to examine the persuasiveness of ten PT strategies that are commonly employed in persuasive game design, and the receptiveness of seven gamer personalities (gamer types identified by BrianHex) to the ten PT strategies. We developed models showing the receptiveness of the gamer types to the PT strategies and created persuasive profiles, which are lists of strategies that can be employed to motivate behavior for each gamer type. We then explored the differences between the models and, based on the results, proposed two approaches for data-driven persuasive game design. The first is the one-size-fits-all approach that will motivate a majority of gamers, while not demotivating any player. The second is the personalized approach that will best persuade a particular type of gamer. We also compiled a list of the best and the worst strategies for each gamer type. Finally, to bridge the gap between game design and PT researchers, we map common game mechanics to the persuasive system design strategies. Tailored persuasion Persuasive technology Persuasive game Gamer types Persuasive strategies Health Player typology Serious games Personalized persuasion Healthy eating BrainHex Vassileva, Julita aut Mandryk, Regan L. aut Enthalten in User modeling and user adapted interaction Springer Netherlands, 1991 24(2014), 5 vom: 14. Juli, Seite 453-498 (DE-627)130998494 (DE-600)1083524-6 (DE-576)029154456 0924-1868 nnns volume:24 year:2014 number:5 day:14 month:07 pages:453-498 https://doi.org/10.1007/s11257-014-9149-8 lizenzpflichtig Volltext GBV_USEFLAG_A SYSFLAG_A GBV_OLC SSG-OLC-MAT GBV_ILN_22 GBV_ILN_70 GBV_ILN_4318 AR 24 2014 5 14 07 453-498 |
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10.1007/s11257-014-9149-8 doi (DE-627)OLC2054595691 (DE-He213)s11257-014-9149-8-p DE-627 ger DE-627 rakwb eng 004 VZ Orji, Rita verfasserin aut Modeling the efficacy of persuasive strategies for different gamer types in serious games for health 2014 Text txt rdacontent ohne Hilfsmittel zu benutzen n rdamedia Band nc rdacarrier © Springer Science+Business Media Dordrecht 2014 Abstract Persuasive games for health are designed to alter human behavior or attitude using various Persuasive Technology (PT) strategies. Recent years have witnessed an increasing number of such games, which treat players as a monolithic group by adopting a one-size-fits-all design approach. Studies of gameplay motivation have shown that this is a bad approach because a motivational approach that works for one individual may actually demotivate behavior in others. In an attempt to resolve this weakness, we conducted a large-scale study on 1,108 gamers to examine the persuasiveness of ten PT strategies that are commonly employed in persuasive game design, and the receptiveness of seven gamer personalities (gamer types identified by BrianHex) to the ten PT strategies. We developed models showing the receptiveness of the gamer types to the PT strategies and created persuasive profiles, which are lists of strategies that can be employed to motivate behavior for each gamer type. We then explored the differences between the models and, based on the results, proposed two approaches for data-driven persuasive game design. The first is the one-size-fits-all approach that will motivate a majority of gamers, while not demotivating any player. The second is the personalized approach that will best persuade a particular type of gamer. We also compiled a list of the best and the worst strategies for each gamer type. Finally, to bridge the gap between game design and PT researchers, we map common game mechanics to the persuasive system design strategies. Tailored persuasion Persuasive technology Persuasive game Gamer types Persuasive strategies Health Player typology Serious games Personalized persuasion Healthy eating BrainHex Vassileva, Julita aut Mandryk, Regan L. aut Enthalten in User modeling and user adapted interaction Springer Netherlands, 1991 24(2014), 5 vom: 14. Juli, Seite 453-498 (DE-627)130998494 (DE-600)1083524-6 (DE-576)029154456 0924-1868 nnns volume:24 year:2014 number:5 day:14 month:07 pages:453-498 https://doi.org/10.1007/s11257-014-9149-8 lizenzpflichtig Volltext GBV_USEFLAG_A SYSFLAG_A GBV_OLC SSG-OLC-MAT GBV_ILN_22 GBV_ILN_70 GBV_ILN_4318 AR 24 2014 5 14 07 453-498 |
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10.1007/s11257-014-9149-8 doi (DE-627)OLC2054595691 (DE-He213)s11257-014-9149-8-p DE-627 ger DE-627 rakwb eng 004 VZ Orji, Rita verfasserin aut Modeling the efficacy of persuasive strategies for different gamer types in serious games for health 2014 Text txt rdacontent ohne Hilfsmittel zu benutzen n rdamedia Band nc rdacarrier © Springer Science+Business Media Dordrecht 2014 Abstract Persuasive games for health are designed to alter human behavior or attitude using various Persuasive Technology (PT) strategies. Recent years have witnessed an increasing number of such games, which treat players as a monolithic group by adopting a one-size-fits-all design approach. Studies of gameplay motivation have shown that this is a bad approach because a motivational approach that works for one individual may actually demotivate behavior in others. In an attempt to resolve this weakness, we conducted a large-scale study on 1,108 gamers to examine the persuasiveness of ten PT strategies that are commonly employed in persuasive game design, and the receptiveness of seven gamer personalities (gamer types identified by BrianHex) to the ten PT strategies. We developed models showing the receptiveness of the gamer types to the PT strategies and created persuasive profiles, which are lists of strategies that can be employed to motivate behavior for each gamer type. We then explored the differences between the models and, based on the results, proposed two approaches for data-driven persuasive game design. The first is the one-size-fits-all approach that will motivate a majority of gamers, while not demotivating any player. The second is the personalized approach that will best persuade a particular type of gamer. We also compiled a list of the best and the worst strategies for each gamer type. Finally, to bridge the gap between game design and PT researchers, we map common game mechanics to the persuasive system design strategies. Tailored persuasion Persuasive technology Persuasive game Gamer types Persuasive strategies Health Player typology Serious games Personalized persuasion Healthy eating BrainHex Vassileva, Julita aut Mandryk, Regan L. aut Enthalten in User modeling and user adapted interaction Springer Netherlands, 1991 24(2014), 5 vom: 14. Juli, Seite 453-498 (DE-627)130998494 (DE-600)1083524-6 (DE-576)029154456 0924-1868 nnns volume:24 year:2014 number:5 day:14 month:07 pages:453-498 https://doi.org/10.1007/s11257-014-9149-8 lizenzpflichtig Volltext GBV_USEFLAG_A SYSFLAG_A GBV_OLC SSG-OLC-MAT GBV_ILN_22 GBV_ILN_70 GBV_ILN_4318 AR 24 2014 5 14 07 453-498 |
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10.1007/s11257-014-9149-8 doi (DE-627)OLC2054595691 (DE-He213)s11257-014-9149-8-p DE-627 ger DE-627 rakwb eng 004 VZ Orji, Rita verfasserin aut Modeling the efficacy of persuasive strategies for different gamer types in serious games for health 2014 Text txt rdacontent ohne Hilfsmittel zu benutzen n rdamedia Band nc rdacarrier © Springer Science+Business Media Dordrecht 2014 Abstract Persuasive games for health are designed to alter human behavior or attitude using various Persuasive Technology (PT) strategies. Recent years have witnessed an increasing number of such games, which treat players as a monolithic group by adopting a one-size-fits-all design approach. Studies of gameplay motivation have shown that this is a bad approach because a motivational approach that works for one individual may actually demotivate behavior in others. In an attempt to resolve this weakness, we conducted a large-scale study on 1,108 gamers to examine the persuasiveness of ten PT strategies that are commonly employed in persuasive game design, and the receptiveness of seven gamer personalities (gamer types identified by BrianHex) to the ten PT strategies. We developed models showing the receptiveness of the gamer types to the PT strategies and created persuasive profiles, which are lists of strategies that can be employed to motivate behavior for each gamer type. We then explored the differences between the models and, based on the results, proposed two approaches for data-driven persuasive game design. The first is the one-size-fits-all approach that will motivate a majority of gamers, while not demotivating any player. The second is the personalized approach that will best persuade a particular type of gamer. We also compiled a list of the best and the worst strategies for each gamer type. Finally, to bridge the gap between game design and PT researchers, we map common game mechanics to the persuasive system design strategies. Tailored persuasion Persuasive technology Persuasive game Gamer types Persuasive strategies Health Player typology Serious games Personalized persuasion Healthy eating BrainHex Vassileva, Julita aut Mandryk, Regan L. aut Enthalten in User modeling and user adapted interaction Springer Netherlands, 1991 24(2014), 5 vom: 14. Juli, Seite 453-498 (DE-627)130998494 (DE-600)1083524-6 (DE-576)029154456 0924-1868 nnns volume:24 year:2014 number:5 day:14 month:07 pages:453-498 https://doi.org/10.1007/s11257-014-9149-8 lizenzpflichtig Volltext GBV_USEFLAG_A SYSFLAG_A GBV_OLC SSG-OLC-MAT GBV_ILN_22 GBV_ILN_70 GBV_ILN_4318 AR 24 2014 5 14 07 453-498 |
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Modeling the efficacy of persuasive strategies for different gamer types in serious games for health |
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title_full |
Modeling the efficacy of persuasive strategies for different gamer types in serious games for health |
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Orji, Rita |
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User modeling and user adapted interaction |
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User modeling and user adapted interaction |
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eng |
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000 - Computer science, information & general works |
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2014 |
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453 |
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Orji, Rita Vassileva, Julita Mandryk, Regan L. |
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24 |
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004 VZ |
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Aufsätze |
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Orji, Rita |
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10.1007/s11257-014-9149-8 |
dewey-full |
004 |
title_sort |
modeling the efficacy of persuasive strategies for different gamer types in serious games for health |
title_auth |
Modeling the efficacy of persuasive strategies for different gamer types in serious games for health |
abstract |
Abstract Persuasive games for health are designed to alter human behavior or attitude using various Persuasive Technology (PT) strategies. Recent years have witnessed an increasing number of such games, which treat players as a monolithic group by adopting a one-size-fits-all design approach. Studies of gameplay motivation have shown that this is a bad approach because a motivational approach that works for one individual may actually demotivate behavior in others. In an attempt to resolve this weakness, we conducted a large-scale study on 1,108 gamers to examine the persuasiveness of ten PT strategies that are commonly employed in persuasive game design, and the receptiveness of seven gamer personalities (gamer types identified by BrianHex) to the ten PT strategies. We developed models showing the receptiveness of the gamer types to the PT strategies and created persuasive profiles, which are lists of strategies that can be employed to motivate behavior for each gamer type. We then explored the differences between the models and, based on the results, proposed two approaches for data-driven persuasive game design. The first is the one-size-fits-all approach that will motivate a majority of gamers, while not demotivating any player. The second is the personalized approach that will best persuade a particular type of gamer. We also compiled a list of the best and the worst strategies for each gamer type. Finally, to bridge the gap between game design and PT researchers, we map common game mechanics to the persuasive system design strategies. © Springer Science+Business Media Dordrecht 2014 |
abstractGer |
Abstract Persuasive games for health are designed to alter human behavior or attitude using various Persuasive Technology (PT) strategies. Recent years have witnessed an increasing number of such games, which treat players as a monolithic group by adopting a one-size-fits-all design approach. Studies of gameplay motivation have shown that this is a bad approach because a motivational approach that works for one individual may actually demotivate behavior in others. In an attempt to resolve this weakness, we conducted a large-scale study on 1,108 gamers to examine the persuasiveness of ten PT strategies that are commonly employed in persuasive game design, and the receptiveness of seven gamer personalities (gamer types identified by BrianHex) to the ten PT strategies. We developed models showing the receptiveness of the gamer types to the PT strategies and created persuasive profiles, which are lists of strategies that can be employed to motivate behavior for each gamer type. We then explored the differences between the models and, based on the results, proposed two approaches for data-driven persuasive game design. The first is the one-size-fits-all approach that will motivate a majority of gamers, while not demotivating any player. The second is the personalized approach that will best persuade a particular type of gamer. We also compiled a list of the best and the worst strategies for each gamer type. Finally, to bridge the gap between game design and PT researchers, we map common game mechanics to the persuasive system design strategies. © Springer Science+Business Media Dordrecht 2014 |
abstract_unstemmed |
Abstract Persuasive games for health are designed to alter human behavior or attitude using various Persuasive Technology (PT) strategies. Recent years have witnessed an increasing number of such games, which treat players as a monolithic group by adopting a one-size-fits-all design approach. Studies of gameplay motivation have shown that this is a bad approach because a motivational approach that works for one individual may actually demotivate behavior in others. In an attempt to resolve this weakness, we conducted a large-scale study on 1,108 gamers to examine the persuasiveness of ten PT strategies that are commonly employed in persuasive game design, and the receptiveness of seven gamer personalities (gamer types identified by BrianHex) to the ten PT strategies. We developed models showing the receptiveness of the gamer types to the PT strategies and created persuasive profiles, which are lists of strategies that can be employed to motivate behavior for each gamer type. We then explored the differences between the models and, based on the results, proposed two approaches for data-driven persuasive game design. The first is the one-size-fits-all approach that will motivate a majority of gamers, while not demotivating any player. The second is the personalized approach that will best persuade a particular type of gamer. We also compiled a list of the best and the worst strategies for each gamer type. Finally, to bridge the gap between game design and PT researchers, we map common game mechanics to the persuasive system design strategies. © Springer Science+Business Media Dordrecht 2014 |
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title_short |
Modeling the efficacy of persuasive strategies for different gamer types in serious games for health |
url |
https://doi.org/10.1007/s11257-014-9149-8 |
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author2 |
Vassileva, Julita Mandryk, Regan L. |
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Vassileva, Julita Mandryk, Regan L. |
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doi_str |
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up_date |
2024-07-03T23:38:41.549Z |
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