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More than Sex: The Role of Femininity and Masculinity in the Design of Personalized Persuasive Games

机译:不仅仅是性别:女性气质和男性气质在个性化说服游戏设计中的作用

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The goal of persuasive games is to change behavior and attitudes in a desirable manner, e.g., to promote physical activity. Research has shown that personalized persuasive approaches are more successful than one-size-fits-all approaches. As a means for personalization, sex has been investigated with results showing that women are overall more persuadable than men. We argue that considering only a dichotomous sex-type categorization may not be able to fully capture the differences in the persuasiveness of persuasion strategies. To that end we apply a dimensional approach of capturing gender identity - femininity and masculinity. We investigate the relationship between masculinity, femininity, sex and the persuasiveness of ten persuasion strategies in an online study (n = 592). Results show that femininity is significantly associated with seven of the ten strategies, while sex does only show differences for two strategies, suggesting gender identity could be a reliable variable for personalizing persuasive games.
机译:说服性游戏的目的是以一种期望的方式改变行为和态度,例如,促进体育锻炼。研究表明,个性化的说服方法要比“一刀切”的方法更为成功。作为一种个性化手段,对性别进行了调查,结果表明,女性总体上比男性更具说服力。我们认为仅考虑二分性别类型分类可能无法完全捕捉说服策略的说服力差异。为此,我们采用了一种获取性别认同的维度方法-女性气质和男性气质。在一项在线研究中,我们调查了男性气质,女性气质,性别与十种说服策略的说服力之间的关系(n = 592)。结果表明,女性气质与十种策略中的七种显着相关,而性别仅显示出两种策略之间的差异,这表明性别认同可能是说服性游戏个性化的可靠变量。

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