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Proceedings

Personalization in Serious and Persuasive Games and Gamified Interactions

Marc Busch, Elke Mattheiss, Rita Orji, Andrzej Marczewski, Wolfgang Hochleitner, Michael Lankes, Lennart Nacke, and Manfred Tscheligi. 2015. Personalization in Serious and Persuasive Games and Gamified Interactions. In Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY '15. London, UK. ACM, 811-816. doi:10.1145/2793107.2810260
PDFDOIBibTeX
@inproceedings{Busch2015,
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.},
Address = {London, UK},
Author = {M. Busch, E. Mattheiss, R. Orji, A. Marczewski, W. Hochleitner, M. Lankes, L. E. Nacke, and M. Tscheligi},
Booktitle = {Proceedings of the 2015 annual symposium on computer-human interaction in play - chi play '15},
Doi = {10.1145/2793107.2810260},
File = {::},
Img = {http://hcigames.com/wp-content/uploads/2015/10/BrainHex.png},
Isbn = {9781450334662},
Pages = {811-816},
Publisher = {ACM},
Title = {Personalization in Serious and Persuasive Games and Gamified Interactions},
Url = {https://hcigames.com/download/personalization-in-serious-and-persuasive-games-and-gamified-interactions},
Year = {2015},

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.
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