Publication | Closed Access
Personalization in Serious and Persuasive Games and Gamified Interactions
69
Citations
12
References
2015
Year
Unknown Venue
EngineeringOnline GamingGame TheoryCommunicationPervasive GameGame DesignBehavioral SciencesGamified InteractionsGamificationUser ExperienceGame AnalyticsGamesEffect PersonalizationInteractive MarketingSocial ComputingHuman-computer InteractionBehavior ChangeArtsPersuasion
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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