skip to main content
10.1145/3099023.3099111acmconferencesArticle/Chapter ViewAbstractPublication PagesumapConference Proceedingsconference-collections
research-article

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

Published:09 July 2017Publication 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.

References

  1. Sonia M. Arteaga, Mo Kudeki, and Adrienne Woodworth. 2009. Combating Obesity Trends in Teenagers through Persuasive Mobile Technology. SIGACCESS Access. Comput. 94 (June 2009), 17--25. Google ScholarGoogle ScholarDigital LibraryDigital Library
  2. Magnus Bang, Carin Torstensson, and Cecilia Katzeff. 2006. The PowerHhouse: A Persuasive Computer Game Designed to Raise Awareness of Domestic Energy Consumption. Springer Berlin Heidelberg, Berlin, Heidelberg, 123--132. Google ScholarGoogle ScholarDigital LibraryDigital Library
  3. M. Dennis, P. Kindness, J. Masthoff, C. Mellish, and K. Smith. 2013. Towards Effective Emotional Support for Community First Responders Experiencing Stress. In 2013 Humaine Association Conference on Affective Computing and Intelligent Interaction. 763--768. Google ScholarGoogle ScholarDigital LibraryDigital Library
  4. Matt Dennis, Judith Masthoff, and Chris Mellish. 2012. The quest for validated personality trait stories. In Proceedings of IUI 2012. ACM, ACM, 273--276. Google ScholarGoogle ScholarDigital LibraryDigital Library
  5. BJ Fogg. 2009. Creating persuasive technologies: an eight-step design process. In Proc. of the 4th International Conference on Persuasive Technology. ACM, 44. Google ScholarGoogle ScholarDigital LibraryDigital Library
  6. B. J. Fogg. 2003. Persuasive Technology: Using computers to change what we think and do. Morgan Kaufmann, San Francisco. Google ScholarGoogle ScholarDigital LibraryDigital Library
  7. Lewis R Goldberg. 1993. The structure of phenotypic personality traits. American psychologist 48, 1 (1993), 26.Google ScholarGoogle Scholar
  8. Sajanee Halko and Julie A Kientz. 2010. Personality and persuasive technology: An exploratory study on health-promoting mobile applications. In International Conference on Persuasive Technology. Springer, 150--161. Google ScholarGoogle ScholarDigital LibraryDigital Library
  9. Sandra G. Hart. 2006. Nasa-Task Load Index (NASA-TLX); 20 Years Later. Proceedings of the Human Factors and Ergonomics Society Annual Meeting 50, 9 (2006), 904--908.Google ScholarGoogle ScholarCross RefCross Ref
  10. Maurits Kaptein, Boris De Ruyter, Panos Markopoulos, and Emile Aarts. 2012. Adaptive Persuasive Systems. ACM TIIS 2, 2 (2012), 10:1--10:25.Google ScholarGoogle Scholar
  11. Pamela M. Kato, Steve W. Cole, Andrew S. Bradlyn, and Brad H. Pollock. 2008. A video game improves behavioral outcomes in adolescents and young adults With cancer: a randomized trial. Pediatrics 122, 2 (2008), e305--e317.Google ScholarGoogle ScholarCross RefCross Ref
  12. Rilla Khaled, Pippin Barr, James Noble, Ronald Fischer, and Robert Biddle. 2007. Fine Tuning the Persuasion in Persuasive Games. Springer Berlin, 36--47. Google ScholarGoogle ScholarDigital LibraryDigital Library
  13. Peter Kindness, Judith Masthoff, and Chris Mellish. 2017. Designing emotional support messages tailored to stressors. International Journal of Human-Computer Studies 97 (2017), 1--22.Google ScholarGoogle ScholarCross RefCross Ref
  14. Sonja Lyubomirsky, Laura King, and Ed Diener. 2005. The Benefits of Frequent Positive Affect: Does Happiness Lead to Success? Psychological Bulletin 131, 6 (2005), 803--855.Google ScholarGoogle ScholarCross RefCross Ref
  15. Judith Masthoff. 2006. The user as wizard: A method for early involvement in the design and evaluation of adaptive systems. In 5th Workshop on User-centred Design and Adaptive Systems. 460--469.Google ScholarGoogle Scholar
  16. Judith Masthoff, Floriana Grasso, and Jaap Ham. 2014. Preface to the special issue on personalization and behavior change. UMUAI 24, 5 (2014), 345--350. Google ScholarGoogle ScholarDigital LibraryDigital Library
  17. Nightline Association. 2014. Psychological Distress in the UK Student Population: Prevalence, Timing and Accessing Support. (2014).Google ScholarGoogle Scholar
  18. Harri Oinas-Kukkonen and Marja Harjumaa. 2008. A systematic framework for designing and evaluating persuasive systems. In Persuasive Tech. Conf. 164--176. Google ScholarGoogle ScholarDigital LibraryDigital Library
  19. Rita Orji. 2014. Design for behaviour change: a model-driven approach for tailoring persuasive technologies. Ph.D. Dissertation. Univ. of Saskatchewan, Canada.Google ScholarGoogle Scholar
  20. Rita Orji, Julita Vassileva, and Regan L Mandryk. 2014. Modeling the efficacy of persuasive strategies for different gamer types in serious games for health. User Modeling and User-Adapted Interaction 24, 5 (2014), 453--498. Google ScholarGoogle ScholarDigital LibraryDigital Library
  21. Debbe Thompson, Tom Baranowski, Richard Buday, and et al. 2010. Serious Video Games for Health How Behavioral Science Guided the Development of a Serious Video Game. Simulation & Gaming 41, 4 (2010), 587--606 Google ScholarGoogle ScholarDigital LibraryDigital Library

Index Terms

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

      Recommendations

      Comments

      Login options

      Check if you have access through your login credentials or your institution to get full access on this article.

      Sign in
      • Published in

        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

        Copyright © 2017 ACM

        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]

        Publisher

        Association for Computing Machinery

        New York, NY, United States

        Publication History

        • Published: 9 July 2017

        Permissions

        Request permissions about this article.

        Request Permissions

        Check for updates

        Qualifiers

        • research-article

        Acceptance Rates

        Overall Acceptance Rate162of633submissions,26%

        Upcoming Conference

      PDF Format

      View or Download as a PDF file.

      PDF

      eReader

      View online with eReader.

      eReader