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Kindness is Contagious: Study into Exploring Engagement and Adapting Persuasive Games for Wellbeing

Published: 03 July 2018 Publication History

Abstract

Intentional engagement in positive activities, such as practicing kindness, showing generosity or expressing gratitude, can help people increase their happiness levels and improve their wellbeing. In this paper we explore how a gamified digital behaviour change intervention can be adapted to encourage people of different personality types to engage in simple acts of kindness. Participants were assigned 5 daily activities for 7 days, and asked to complete as many as possible by the end of each day. Participants received different persuasive notifications every day to encourage them to complete a higher number of activities. We investigated how participation levels are influenced by different personality types, different persuasive message types and different categories of activities. Furthermore, we analysed the influence of the intervention on participant behaviour and the effect on behavioural intention, by comparing pre-intention and post-intention to perform different kinds of positive activities. The findings from this study have implications for future work on personalising persuasive interventions to improve wellbeing and prevent mental health problems.

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Cited By

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  • (2023)Kindness Makes You Happy and Happiness Makes You Healthy: Actual Persuasiveness and Personalisation of Persuasive Messages in a Behaviour Change Intervention for WellbeingPersuasive Technology10.1007/978-3-031-30933-5_13(198-214)Online publication date: 19-Apr-2023
  • (2022)An evaluation of a short film promoting kindness in Wales during COVID-19 restrictions #TimeToBeKindBMC Public Health10.1186/s12889-022-12876-922:1Online publication date: 24-Mar-2022
  • (2022)Exploring the effectiveness of persuasive games for disease prevention and awareness and the impact of tailoring to the stages of changeHuman–Computer Interaction10.1080/07370024.2022.205785838:5-6(459-494)Online publication date: 8-Apr-2022
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cover image ACM Conferences
UMAP '18: Proceedings of the 26th Conference on User Modeling, Adaptation and Personalization
July 2018
393 pages
ISBN:9781450355896
DOI:10.1145/3209219
  • General Chairs:
  • Tanja Mitrovic,
  • Jie Zhang,
  • Program Chairs:
  • Li Chen,
  • David Chin
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 the author(s) 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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Published: 03 July 2018

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Author Tags

  1. adaptation
  2. engagement
  3. kindness
  4. personality
  5. persuasive games
  6. persuasive technology
  7. wellbeing

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UMAP '18 Paper Acceptance Rate 26 of 93 submissions, 28%;
Overall Acceptance Rate 162 of 633 submissions, 26%

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Cited By

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  • (2023)Kindness Makes You Happy and Happiness Makes You Healthy: Actual Persuasiveness and Personalisation of Persuasive Messages in a Behaviour Change Intervention for WellbeingPersuasive Technology10.1007/978-3-031-30933-5_13(198-214)Online publication date: 19-Apr-2023
  • (2022)An evaluation of a short film promoting kindness in Wales during COVID-19 restrictions #TimeToBeKindBMC Public Health10.1186/s12889-022-12876-922:1Online publication date: 24-Mar-2022
  • (2022)Exploring the effectiveness of persuasive games for disease prevention and awareness and the impact of tailoring to the stages of changeHuman–Computer Interaction10.1080/07370024.2022.205785838:5-6(459-494)Online publication date: 8-Apr-2022
  • (2022)A Quantitative Field Study of a Persuasive Security Technology in the WildSocial Informatics10.1007/978-3-031-19097-1_13(211-232)Online publication date: 12-Oct-2022
  • (2021)A randomised controlled trial of the Nextdoor Kind Challenge: a study protocolBMC Public Health10.1186/s12889-021-11489-y21:1Online publication date: 5-Aug-2021
  • (2021)Persuasiveness of a Game to Promote the Adoption of COVID-19 Precautionary Measures and the Moderating Effect of GenderAdjunct Proceedings of the 29th ACM Conference on User Modeling, Adaptation and Personalization10.1145/3450614.3464623(303-308)Online publication date: 21-Jun-2021
  • (2021)Age and the persuasiveness of a game to promote the adoption of COVID-19 precautionary measures2021 IEEE 9th International Conference on Serious Games and Applications for Health(SeGAH)10.1109/SEGAH52098.2021.9551909(1-9)Online publication date: 4-Aug-2021
  • (2021)A Bibliometric Analysis of Gamification ResearchIEEE Access10.1109/ACCESS.2021.30639869(46505-46544)Online publication date: 2021
  • (2021)Towards an Automatic Generation of Persuasive MessagesPersuasive Technology10.1007/978-3-030-79460-6_5(55-62)Online publication date: 23-Jun-2021
  • (2020)Extraction and Interpretation of Deep Autoencoder-based Temporal Features from Wearables for Forecasting Personalized Mood, Health, and StressProceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies10.1145/33973184:2(1-26)Online publication date: 15-Jun-2020
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