TY - GEN
T1 - Personalization in serious and persuasive games and gamified interactions
AU - Busch, Marc
AU - Mattheiss, Elke
AU - Orji, Rita
AU - Marczewski, Andrzej
AU - Hochleitner, Wolfgang
AU - Lankes, Michael
AU - Nacke, Lennart
AU - Tscheligi, Manfred
N1 - Publisher Copyright:
© Copyright 2015 by the Association for Computing Machinery, Inc. (ACM).
PY - 2015/10/5
Y1 - 2015/10/5
N2 - Serious 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.
AB - Serious 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.
KW - Gamified Interactions
KW - Personalization
KW - Persuasive Games
KW - Serious Games
UR - http://www.scopus.com/inward/record.url?scp=84959420689&partnerID=8YFLogxK
U2 - 10.1145/2793107.2810260
DO - 10.1145/2793107.2810260
M3 - Conference contribution
T3 - CHI PLAY 2015 - Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play
SP - 811
EP - 816
BT - CHI PLAY 2015 - Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play
PB - Association for Computing Machinery, Inc
T2 - 2nd ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2015
Y2 - 5 October 2015 through 7 October 2015
ER -