Persuasive gamified systems for health are interventions that promote behaviour change using various persuasive strategies. While research has shown that these strategies are effective at motivating behaviour change, there is little knowledge on whether and how the effectiveness of these strategies vary across multiple domains for people of distinct personality traits. To bridge this gap, we conducted a quantitative study with 568 participants to investigate (a) whether the effectiveness of the persuasive strategies implemented vary within each domain (b) whether the effectiveness of various strategies vary across two distinct domains, (c) how people belonging to different personality traits respond to these strategies, and (d) if people high in a personality trait would be influenced by a persuasive strategy within one domain and not in the other. Our results show that there are significant differences in the effectiveness of various strategies across domains and that people's personality plays a significant role in the perceived persuasiveness of different strategies both within and across distinct domains. The strategy (which involves incentivizing users for achieving specific milestones towards the desired behaviour) and the strategy (which involves allowing users to compete with each other to perform the desired behaviour) were effective for promoting healthy eating but not for smoking cessation for people high in Conscientiousness We provide design suggestions for developing persuasive gamified interventions for health targeting distinct domains and tailored to individuals depending on their personalities.
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http://dx.doi.org/10.1007/s11257-022-09319-w | DOI Listing |
Acta Psychol (Amst)
February 2025
Fondazione Bruno Kessler, Via Sommarive, 18, 38123 Trento, Italy. Electronic address:
The increasing need to address climate change has intensified efforts to promote green transportation options, such as cycling and public transit. Over the past few decades, gamification-the integration of game-like elements into non-game contexts to motivate and engage people in adopting new behaviors-has emerged as a strategy to encourage the use of sustainable transportation. This literature review examines how gamification has been used to drive the adoption of green transportation.
View Article and Find Full Text PDFAntimicrob Resist Infect Control
December 2023
UCL IRDR Centre for Digital Public Health in Emergencies, University College London, Gower Street, London, WC1E 6BT, UK.
Aims: Surgical Antibiotic Prophylaxis (SAP) in Nigeria is often not evidence based. The aim of this study is to test if the GADSA application can change prescription behaviour of surgeons in Nigeria. In addition, the study aims to identify AMS strategies and policies for the future.
View Article and Find Full Text PDFUser Model User-adapt Interact
March 2022
Faculty of Computer Science, Dalhousie University, 6050 University Ave, Halifax, NS B3H 1W5 Canada.
Persuasive gamified systems for health are interventions that promote behaviour change using various persuasive strategies. While research has shown that these strategies are effective at motivating behaviour change, there is little knowledge on whether and how the effectiveness of these strategies vary across multiple domains for people of distinct personality traits. To bridge this gap, we conducted a quantitative study with 568 participants to investigate (a) whether the effectiveness of the persuasive strategies implemented vary within each domain (b) whether the effectiveness of various strategies vary across two distinct domains, (c) how people belonging to different personality traits respond to these strategies, and (d) if people high in a personality trait would be influenced by a persuasive strategy within one domain and not in the other.
View Article and Find Full Text PDFJMIR Serious Games
November 2020
School of Information Technology, Carleton University, Ottawa, ON, Canada.
Background: Gamification and persuasive games are effective tools to motivate behavior change, particularly to promote daily physical activities. On the one hand, studies have suggested that a one-size-fits-all approach does not work well for persuasive game design. On the other hand, player modeling and recommender systems are increasingly used for personalizing content.
View Article and Find Full Text PDFEnter search terms and have AI summaries delivered each week - change queries or unsubscribe any time!