UMAP 2017个性化的五十种阴影-严肃和有说服力的游戏和游戏互动中的个性化研讨会:组织者的欢迎和组织

Elke E. Mattheiss, Marc Busch, Rita Orji, G. F. Tondello, Andrzej Marczewski, Wolfgang Hochleitner, M. Lankes, M. Tscheligi
{"title":"UMAP 2017个性化的五十种阴影-严肃和有说服力的游戏和游戏互动中的个性化研讨会:组织者的欢迎和组织","authors":"Elke E. Mattheiss, Marc Busch, Rita Orji, G. F. Tondello, Andrzej Marczewski, Wolfgang Hochleitner, M. Lankes, M. Tscheligi","doi":"10.1145/3099023.3099109","DOIUrl":null,"url":null,"abstract":"It is our great pleasure to welcome you to the UMAP 2017 Fifty Shades of Personalization - Workshop on Personalization in Serious and Persuasive Games and Gameful Interactions. Serious games (games for purposes other than entertainment) as well as persuasive games (games for promoting desirable behavior without coercion) are increasingly adopted by scholars and have also found their way into industry. Elements of games are also increasingly used to design gameful interactions (this is also referred to as gamification). Serious and persuasive approaches focus on imparting knowledge and raising awareness about topics or issues, and also fostering attitude or behavior change in a desirable direction, for example towards a healthier lifestyle. In an era when we are used to highly individualized, personal and ubiquitous interactions and with the possibility to collect an enormous amount of information about people's behaviors, habits and attitudes, personalization has increased much in significance since it became a topic in Human-Computer Interaction. Not only do we have advanced opportunities to personalize serious and persuasive games and gameful interactions, we have also scientific evidence that this is highly useful. Studies show that these technologies are more effective in educating users about certain topics and in supporting them in behavioral and attitudinal change, as well as in raising awareness and engaging them in specific topics, when they are personalized in contrast to employing a one-size-fits-all approach. Although personalization of serious and persuasive games and gameful interactions is a vibrant and highly promising area and has become an important researched field, many aspects of it are still underexplored. Thus, there is common understanding on the importance of personalization itself, but also an ongoing debate and a growing number of research on the approaches used for personalization: Will we use subjective or objective variables for personalization? Will we use continuous (such as traits) or categorical (such as types) dimensions? Will we personalize according to specific interactions (e.g. game dynamics) or ends of the interaction (e.g. different goals)? Will we rely on an a priori personalization or will we be able to personalize in real-time? The various shades of personalization in serious games and gameful interactions will be the central aspect of the workshop and will form the basis for participants' discussions.","PeriodicalId":219391,"journal":{"name":"Adjunct Publication of the 25th Conference on User Modeling, Adaptation and Personalization","volume":"39 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2017-07-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":"{\"title\":\"UMAP 2017 Fifty Shades of Personalization - Workshop on Personalization in Serious and Persuasive Games and Gameful Interactions: Organizers' Welcome & Organization\",\"authors\":\"Elke E. Mattheiss, Marc Busch, Rita Orji, G. F. Tondello, Andrzej Marczewski, Wolfgang Hochleitner, M. Lankes, M. Tscheligi\",\"doi\":\"10.1145/3099023.3099109\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"It is our great pleasure to welcome you to the UMAP 2017 Fifty Shades of Personalization - Workshop on Personalization in Serious and Persuasive Games and Gameful Interactions. Serious games (games for purposes other than entertainment) as well as persuasive games (games for promoting desirable behavior without coercion) are increasingly adopted by scholars and have also found their way into industry. Elements of games are also increasingly used to design gameful interactions (this is also referred to as gamification). Serious and persuasive approaches focus on imparting knowledge and raising awareness about topics or issues, and also fostering attitude or behavior change in a desirable direction, for example towards a healthier lifestyle. In an era when we are used to highly individualized, personal and ubiquitous interactions and with the possibility to collect an enormous amount of information about people's behaviors, habits and attitudes, personalization has increased much in significance since it became a topic in Human-Computer Interaction. Not only do we have advanced opportunities to personalize serious and persuasive games and gameful interactions, we have also scientific evidence that this is highly useful. Studies show that these technologies are more effective in educating users about certain topics and in supporting them in behavioral and attitudinal change, as well as in raising awareness and engaging them in specific topics, when they are personalized in contrast to employing a one-size-fits-all approach. Although personalization of serious and persuasive games and gameful interactions is a vibrant and highly promising area and has become an important researched field, many aspects of it are still underexplored. Thus, there is common understanding on the importance of personalization itself, but also an ongoing debate and a growing number of research on the approaches used for personalization: Will we use subjective or objective variables for personalization? Will we use continuous (such as traits) or categorical (such as types) dimensions? Will we personalize according to specific interactions (e.g. game dynamics) or ends of the interaction (e.g. different goals)? Will we rely on an a priori personalization or will we be able to personalize in real-time? The various shades of personalization in serious games and gameful interactions will be the central aspect of the workshop and will form the basis for participants' discussions.\",\"PeriodicalId\":219391,\"journal\":{\"name\":\"Adjunct Publication of the 25th Conference on User Modeling, Adaptation and Personalization\",\"volume\":\"39 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2017-07-09\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"3\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Adjunct Publication of the 25th Conference on User Modeling, Adaptation and Personalization\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/3099023.3099109\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Adjunct Publication of the 25th Conference on User Modeling, Adaptation and Personalization","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3099023.3099109","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 3

摘要

我们非常高兴地欢迎您参加UMAP 2017年个性化的五十度阴影-严肃和有说服力的游戏和游戏互动中的个性化研讨会。严肃游戏(游戏邦注:游戏的目的不是娱乐)和劝导游戏(游戏邦注:在没有强迫的情况下促进理想行为的游戏)越来越多地被学者所采用,并且也进入了工业领域。游戏元素也越来越多地用于设计游戏互动(这也被称为游戏化)。认真和有说服力的方法侧重于传授知识和提高对专题或问题的认识,并促进态度或行为朝着理想的方向转变,例如朝着更健康的生活方式转变。在一个我们习惯于高度个性化、个性化和无处不在的交互的时代,并且有可能收集关于人们的行为、习惯和态度的大量信息,个性化自成为人机交互的一个话题以来,其重要性大大增加。我们不仅拥有更先进的机会去个性化严肃且有说服力的游戏和游戏互动,我们也有科学证据证明这是非常有用的。研究表明,如果这些技术是个性化的,而不是采用一刀切的方法,这些技术在教育用户了解某些主题、支持他们改变行为和态度、以及提高认识和使他们参与具体主题方面更为有效。尽管严肃且有说服力的游戏和游戏互动的个性化是一个充满活力且极具前景的领域,并已成为重要的研究领域,但它的许多方面仍未得到充分探索。因此,人们对个性化本身的重要性有共同的理解,但对个性化使用的方法也有持续的争论和越来越多的研究:我们将使用主观变量还是客观变量进行个性化?我们将使用连续(如特征)还是分类(如类型)维度?我们会根据特定的互动(如游戏动态)或互动的结束(如不同的目标)进行个性化吗?我们会依赖先验的个性化还是能够实时个性化?严肃游戏和游戏互动中的各种个性化将成为研讨会的核心内容,并将成为参与者讨论的基础。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
UMAP 2017 Fifty Shades of Personalization - Workshop on Personalization in Serious and Persuasive Games and Gameful Interactions: Organizers' Welcome & Organization
It is our great pleasure to welcome you to the UMAP 2017 Fifty Shades of Personalization - Workshop on Personalization in Serious and Persuasive Games and Gameful Interactions. Serious games (games for purposes other than entertainment) as well as persuasive games (games for promoting desirable behavior without coercion) are increasingly adopted by scholars and have also found their way into industry. Elements of games are also increasingly used to design gameful interactions (this is also referred to as gamification). Serious and persuasive approaches focus on imparting knowledge and raising awareness about topics or issues, and also fostering attitude or behavior change in a desirable direction, for example towards a healthier lifestyle. In an era when we are used to highly individualized, personal and ubiquitous interactions and with the possibility to collect an enormous amount of information about people's behaviors, habits and attitudes, personalization has increased much in significance since it became a topic in Human-Computer Interaction. Not only do we have advanced opportunities to personalize serious and persuasive games and gameful interactions, we have also scientific evidence that this is highly useful. Studies show that these technologies are more effective in educating users about certain topics and in supporting them in behavioral and attitudinal change, as well as in raising awareness and engaging them in specific topics, when they are personalized in contrast to employing a one-size-fits-all approach. Although personalization of serious and persuasive games and gameful interactions is a vibrant and highly promising area and has become an important researched field, many aspects of it are still underexplored. Thus, there is common understanding on the importance of personalization itself, but also an ongoing debate and a growing number of research on the approaches used for personalization: Will we use subjective or objective variables for personalization? Will we use continuous (such as traits) or categorical (such as types) dimensions? Will we personalize according to specific interactions (e.g. game dynamics) or ends of the interaction (e.g. different goals)? Will we rely on an a priori personalization or will we be able to personalize in real-time? The various shades of personalization in serious games and gameful interactions will be the central aspect of the workshop and will form the basis for participants' discussions.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信