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Personalization in Serious and Persuasive Games and Gamified Interactions

  • Marc Busch
  • , Elke Mattheiss
  • , Rita Orji
  • , Andrzej Marczewski
  • , Wolfgang Hochleitner
  • , Michael Lankes
  • , Lennart E. Nacke
  • , Manfred Tscheligi
  • University of Applied Sciences Upper Austria
  • HCI Games Group, Games Institute, University of Waterloo

Research output: Chapter in Book or Conference Proceedings › Conference Proceedings without Presentation › peer-review

Abstract

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.
Original languageEnglish
Title of host publicationCHI PLAY '15 Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play
Number of pages6
DOIs
Publication statusPublished - 2015

UN SDGs

This output contributes to the following UN Sustainable Development Goals (SDGs)

  1. SDG 3 - Good Health and Well-being
    SDG 3 Good Health and Well-being

Research Field

  • Former Research Field - Technology Experience

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