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Improving the Efficacy of Games for Change Using Personalization Models

Published: 06 October 2017 Publication History

Abstract

There has been a continuous increase in the design and application of computer games for purposes other than entertainment in recent years. Serious games—games that motivate behavior and retain attention in serious contexts—can change the attitudes, behaviors, and habits of players. These games for change have been shown to motivate behavior change, persuade people, and promote learning using various persuasive strategies. However, persuasive strategies that motivate one player may demotivate another. In this article, we show the importance of tailoring games for change in the context of a game designed to improve healthy eating habits. We tailored a custom-designed game by adapting only the persuasive strategies employed; the game mechanics themselves did not vary. Tailoring the game design to players’ personality type improved the effectiveness of the games in promoting positive attitudes, intention to change behavior, and self-efficacy. Furthermore, we show that the benefits of tailoring the game intervention are not explained by the improved player experience, but directly by the choice of persuasive strategy employed. Designers and researchers of games for change can use our results to improve the efficacy of their game-based interventions.

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Published In

cover image ACM Transactions on Computer-Human Interaction
ACM Transactions on Computer-Human Interaction  Volume 24, Issue 5
October 2017
167 pages
ISSN:1073-0516
EISSN:1557-7325
DOI:10.1145/3149825
Issue’s Table of Contents
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

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Publication History

Published: 06 October 2017
Accepted: 01 June 2017
Revised: 01 June 2017
Received: 01 September 2016
Published in TOCHI Volume 24, Issue 5

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Author Tags

  1. Serious games
  2. gamer types
  3. games for change
  4. health intervention
  5. healthy eating
  6. personalization
  7. persuasive games
  8. persuasive strategies
  9. persuasive technology
  10. player types
  11. tailored persuasion
  12. tailoring

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  • Refereed

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  • NSERC

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  • (2024)Self-Determination Theory and HCI Games Research: Unfulfilled Promises and Unquestioned ParadigmsACM Transactions on Computer-Human Interaction10.1145/367323031:3(1-74)Online publication date: 15-Jun-2024
  • (2024)Climate-Oriented Persuasive Edutainment (C.O.P.E.) Model: Player Experience for Effective Climate CommunicationProceedings of the 19th International Conference on the Foundations of Digital Games10.1145/3649921.3650024(1-14)Online publication date: 21-May-2024
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  • (2024)Geeks versus climate change: understanding American video gamers’ engagement with global warmingClimatic Change10.1007/s10584-024-03747-w177:6Online publication date: 17-May-2024
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