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Personality-targeted persuasive gamified systems: exploring the impact of application domain on the effectiveness of behaviour change strategies
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...
Autores principales: | , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Springer Netherlands
2022
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8900644/ https://www.ncbi.nlm.nih.gov/pubmed/35281337 http://dx.doi.org/10.1007/s11257-022-09319-w |
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author | Ndulue, Chinenye Oyebode, Oladapo Iyer, Ravishankar Subramani Ganesh, Anirudh Ahmed, Syed Ishtiaque Orji, Rita |
author_facet | Ndulue, Chinenye Oyebode, Oladapo Iyer, Ravishankar Subramani Ganesh, Anirudh Ahmed, Syed Ishtiaque Orji, Rita |
author_sort | Ndulue, Chinenye |
collection | PubMed |
description | 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 Reward strategy (which involves incentivizing users for achieving specific milestones towards the desired behaviour) and the Competition 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. |
format | Online Article Text |
id | pubmed-8900644 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2022 |
publisher | Springer Netherlands |
record_format | MEDLINE/PubMed |
spelling | pubmed-89006442022-03-07 Personality-targeted persuasive gamified systems: exploring the impact of application domain on the effectiveness of behaviour change strategies Ndulue, Chinenye Oyebode, Oladapo Iyer, Ravishankar Subramani Ganesh, Anirudh Ahmed, Syed Ishtiaque Orji, Rita User Model User-adapt Interact Article 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 Reward strategy (which involves incentivizing users for achieving specific milestones towards the desired behaviour) and the Competition 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. Springer Netherlands 2022-03-07 2022 /pmc/articles/PMC8900644/ /pubmed/35281337 http://dx.doi.org/10.1007/s11257-022-09319-w Text en © The Author(s), under exclusive licence to Springer Nature B.V. 2022 This article is made available via the PMC Open Access Subset for unrestricted research re-use and secondary analysis in any form or by any means with acknowledgement of the original source. These permissions are granted for the duration of the World Health Organization (WHO) declaration of COVID-19 as a global pandemic. |
spellingShingle | Article Ndulue, Chinenye Oyebode, Oladapo Iyer, Ravishankar Subramani Ganesh, Anirudh Ahmed, Syed Ishtiaque Orji, Rita Personality-targeted persuasive gamified systems: exploring the impact of application domain on the effectiveness of behaviour change strategies |
title | Personality-targeted persuasive gamified systems: exploring the impact of application domain on the effectiveness of behaviour change strategies |
title_full | Personality-targeted persuasive gamified systems: exploring the impact of application domain on the effectiveness of behaviour change strategies |
title_fullStr | Personality-targeted persuasive gamified systems: exploring the impact of application domain on the effectiveness of behaviour change strategies |
title_full_unstemmed | Personality-targeted persuasive gamified systems: exploring the impact of application domain on the effectiveness of behaviour change strategies |
title_short | Personality-targeted persuasive gamified systems: exploring the impact of application domain on the effectiveness of behaviour change strategies |
title_sort | personality-targeted persuasive gamified systems: exploring the impact of application domain on the effectiveness of behaviour change strategies |
topic | Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8900644/ https://www.ncbi.nlm.nih.gov/pubmed/35281337 http://dx.doi.org/10.1007/s11257-022-09319-w |
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