Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems 2017
DOI: 10.1145/3025453.3025577
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Towards Personality-driven Persuasive Health Games and Gamified Systems

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Cited by 210 publications
(169 citation statements)
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“…Jia et al [29] studied the relation between the ve-factor model (FFM) personality traits [15,25] and individual gami cation elements and found several signi cant correlations. Orji et al [52] studied the relation between the FFM personality traits and several persuasive strategies used in gami cation. ey noted that personalization is the most e ective strategy, which almost all the personalities perceived as positive.…”
Section: Personalized Gami Cationmentioning
confidence: 99%
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“…Jia et al [29] studied the relation between the ve-factor model (FFM) personality traits [15,25] and individual gami cation elements and found several signi cant correlations. Orji et al [52] studied the relation between the FFM personality traits and several persuasive strategies used in gami cation. ey noted that personalization is the most e ective strategy, which almost all the personalities perceived as positive.…”
Section: Personalized Gami Cationmentioning
confidence: 99%
“…e RS can also adapt the persuasive strategies used to communicate with the user [52]. For example, using Cialdini's strategies [13], if the system nds out the user is more susceptible to scarcity, it can suggest limited opportunities to complete a task; if the user seems more susceptible to authority, the system can show expert comments for each activity; and if the user is more susceptible to consensus, the system may show that a large quantity of people are already carrying out an activity.…”
Section: Game Elementsmentioning
confidence: 99%
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“…For some users, giving precise feedback on the activity performance can be motivating [1]. However for less competitive users, showing exact information can be demotivating [17,23]. Thus we suggest to consider two possible values: precise (e.g.…”
Section: Precision (How -Presentation?)mentioning
confidence: 99%
“…Specific domains such as education [2], or health [17] rely more especially on structural gamification (defined as the use of game elements that do not alter the content of the activity [8]). To be effective, the motivational affordances of such gamified systems (properties that allow users to satisfy their psychological needs [22]) should be designed with a deep understanding of human motivation [3,22].…”
Section: Introductionmentioning
confidence: 99%