Abstract
The goal of persuasive games is to change behavior and attitudes in a desirable manner, e.g., to promote physical activity. Research has shown that personalized persuasive approaches are more successful than one-size-fits-all approaches. As a means for personalization, sex has been investigated with results showing that women are overall more persuadable than men. We argue that considering only a dichotomous sex-type categorization may not be able to fully capture the differences in the persuasiveness of persuasion strategies. To that end we apply a dimensional approach of capturing gender identity - femininity and masculinity. We investigate the relationship between masculinity, femininity, sex and the persuasiveness of ten persuasion strategies in an online study (n = 592). Results show that femininity is significantly associated with seven of the ten strategies, while sex does only show differences for two strategies, suggesting gender identity could be a reliable variable for personalizing persuasive games.
Originalsprache | Englisch |
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Titel | Persuasive Technology. 11th International Conference, PERSUASIVE 2016, Salzburg, Austria, April 5-7, 2016, Proceedings |
Redakteure/-innen | Alexander Meschtscherjakov, Boris De Ruyter, Verena Fuchsberger, Martin Murer, Manfred Tscheligi |
Seiten | 219-229 |
Seitenumfang | 11 |
DOIs | |
Publikationsstatus | Veröffentlicht - 2016 |
Veranstaltung | PERSUASIVE 2016 - 11th International Conference on Persuasive Technology - Dauer: 5 Apr. 2016 → 7 Apr. 2016 |
Konferenz
Konferenz | PERSUASIVE 2016 - 11th International Conference on Persuasive Technology |
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Zeitraum | 5/04/16 → 7/04/16 |
Research Field
- Ehemaliges Research Field - Technology Experience
Schlagwörter
- Persuasive games; Personalization; Gender identity; Sex; Femininity; Masculinity