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

Ana Ciocarlan, J. Masthoff, N. Oren
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引用次数: 12

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.
人格、压力源和态度对心理健康说服游戏适应性的定性研究
我们更广泛的研究项目调查了一个有说服力的游戏的设计,以防止心理健康问题和提高学生群体的主观幸福感。在本文中,我们探讨了说服游戏元素和互动如何适应不同的学生个性、主动压力源和态度。在六个焦点小组中,我们调查了(1)学生所经历的主要压力源,(2)在适应游戏互动和挑战时需要考虑学生的哪些特征,以及(3)可以应用哪些个性化方法。研究人员向参与者展示了一个虚构的学生的故事,这些故事传达了三种人格特征(尽责性、情绪稳定性和外向性)的高低水平、主动压力源的水平以及对变化的不同态度。与会者讨论了如何根据虚拟学生的特点定制游戏互动、活动和挑战。一般来说,参与者认为使用隐式测量的实时个性化更有效,但认为显式分析是一种有价值的补充方法。这些发现对个性化和设计基于说服性游戏的健康干预具有启示意义。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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