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Personality-targeted persuasive gamified systems: exploring the impact of application domain on the effectiveness of behaviour change strategies.
Ndulue, Chinenye; Oyebode, Oladapo; Iyer, Ravishankar Subramani; Ganesh, Anirudh; Ahmed, Syed Ishtiaque; Orji, Rita.
Afiliação
  • Ndulue C; Faculty of Computer Science, Dalhousie University, 6050 University Ave, Halifax, NS B3H 1W5 Canada.
  • Oyebode O; Faculty of Computer Science, Dalhousie University, 6050 University Ave, Halifax, NS B3H 1W5 Canada.
  • Iyer RS; Faculty of Computer Science, Dalhousie University, 6050 University Ave, Halifax, NS B3H 1W5 Canada.
  • Ganesh A; Faculty of Computer Science, Dalhousie University, 6050 University Ave, Halifax, NS B3H 1W5 Canada.
  • Ahmed SI; Faculty of Computer Science, University of Toronto, Toronto, ON Canada.
  • Orji R; Faculty of Computer Science, Dalhousie University, 6050 University Ave, Halifax, NS B3H 1W5 Canada.
User Model User-adapt Interact ; 32(1-2): 165-214, 2022.
Article em En | MEDLINE | ID: mdl-35281337
Persuasive gamified systems for health are interventions that promote behaviour change using various persuasive strategies. While research has shown that these strategies are effective at motivating behaviour change, there is little knowledge on whether and how the effectiveness of these strategies vary across multiple domains for people of distinct personality traits. To bridge this gap, we conducted a quantitative study with 568 participants to investigate (a) whether the effectiveness of the persuasive strategies implemented vary within each domain (b) whether the effectiveness of various strategies vary across two distinct domains, (c) how people belonging to different personality traits respond to these strategies, and (d) if people high in a personality trait would be influenced by a persuasive strategy within one domain and not in the other. Our results show that there are significant differences in the effectiveness of various strategies across domains and that people's personality plays a significant role in the perceived persuasiveness of different strategies both within and across distinct domains. The Reward strategy (which involves incentivizing users for achieving specific milestones towards the desired behaviour) and the Competition strategy (which involves allowing users to compete with each other to perform the desired behaviour) were effective for promoting healthy eating but not for smoking cessation for people high in Conscientiousness. We provide design suggestions for developing persuasive gamified interventions for health targeting distinct domains and tailored to individuals depending on their personalities.
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Texto completo: 1 Coleções: 01-internacional Base de dados: MEDLINE Idioma: En Revista: User Model User-adapt Interact Ano de publicação: 2022 Tipo de documento: Article

Texto completo: 1 Coleções: 01-internacional Base de dados: MEDLINE Idioma: En Revista: User Model User-adapt Interact Ano de publicação: 2022 Tipo de documento: Article
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