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Qualitative Study into Adapting Persuasive Games for Mental Wellbeing to Personality, Stressors and Attitudes

Published: 09 July 2017 Publication History

Abstract

Our wider research project investigates the design of a persuasive game for preventing mental health problems and improving subjective wellbeing in a student population. In this paper, we explore how persuasive game elements and interactions can be adapted to different student personalities, active stressors and attitudes. In six focus groups we investigated (1) which key stressors are experienced by students, (2) what characteristics of students need to be considered for adapting game interactions and challenges, and (3) which approaches to personalisation could be applied. Participants were shown stories about a fictional student, conveying high and low levels of three personality traits (Conscientiousness, Emotional Stability and Extraversion), levels of active stressors, and varying attitudes towards change. Participants discussed how to tailor game interactions, activities and challenges to the characteristics of the fictional student. In general, participants perceived real-time personalisation using implicit measures as more effective, but recognised explicit profiling as a valuable complementary method. These findings have implications for the personalisation and design of persuasive game based interventions for health.

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Cited By

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  • (2024)Personalized Persuasive Technologies in Health and Wellness: From Theory to PracticeA Human-Centered Perspective of Intelligent Personalized Environments and Systems10.1007/978-3-031-55109-3_10(261-292)Online publication date: 1-May-2024
  • (2022)Review of Persuasive User Interface as Strategy for Technology Addiction in Virtual Environments2022 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct)10.1109/ISMAR-Adjunct57072.2022.00019(44-54)Online publication date: Oct-2022
  • (2022)Motivation-based approach for tailoring persuasive mental health applicationsBehaviour & Information Technology10.1080/0144929X.2022.203129642:5(569-595)Online publication date: 7-Feb-2022
  • Show More Cited By

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cover image ACM Conferences
UMAP '17: Adjunct Publication of the 25th Conference on User Modeling, Adaptation and Personalization
July 2017
456 pages
ISBN:9781450350679
DOI:10.1145/3099023
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 09 July 2017

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Author Tags

  1. adaptation
  2. attitude
  3. mental health
  4. personality
  5. persuasive games
  6. stress
  7. wellbeing

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Overall Acceptance Rate 162 of 633 submissions, 26%

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Cited By

View all
  • (2024)Personalized Persuasive Technologies in Health and Wellness: From Theory to PracticeA Human-Centered Perspective of Intelligent Personalized Environments and Systems10.1007/978-3-031-55109-3_10(261-292)Online publication date: 1-May-2024
  • (2022)Review of Persuasive User Interface as Strategy for Technology Addiction in Virtual Environments2022 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct)10.1109/ISMAR-Adjunct57072.2022.00019(44-54)Online publication date: Oct-2022
  • (2022)Motivation-based approach for tailoring persuasive mental health applicationsBehaviour & Information Technology10.1080/0144929X.2022.203129642:5(569-595)Online publication date: 7-Feb-2022
  • (2021)Personality-based approach for tailoring persuasive mental health applicationsUser Modeling and User-Adapted Interaction10.1007/s11257-021-09289-532:3(253-295)Online publication date: 16-Jul-2021
  • (2020)Impact of Online Health Awareness Campaign: Case of National Eating Disorders AssociationSocial Informatics10.1007/978-3-030-60975-7_15(192-205)Online publication date: 7-Oct-2020
  • (2019)A methodology for creating and validating psychological stories for conveying and measuring psychological traitsUser Modeling and User-Adapted Interaction10.1007/s11257-019-09219-629:3(573-618)Online publication date: 1-Jul-2019
  • (2019)IntroductionTailored Gamification to Educational Technologies10.1007/978-981-32-9812-5_1(1-7)Online publication date: 20-Oct-2019
  • (2019)Actual Persuasiveness: Impact of Personality, Age and Gender on Message Type SusceptibilityAdvances in Knowledge Discovery and Data Mining10.1007/978-3-030-17287-9_23(283-294)Online publication date: 3-Apr-2019
  • (2018)Kindness is ContagiousAdjunct Publication of the 26th Conference on User Modeling, Adaptation and Personalization10.1145/3213586.3225226(219-220)Online publication date: 2-Jul-2018
  • (2018)Kindness is ContagiousProceedings of the 26th Conference on User Modeling, Adaptation and Personalization10.1145/3209219.3209233(311-319)Online publication date: 3-Jul-2018

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