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Combining Behavior Change Intentions and User Types to Select Suitable Gamification Elements for Persuasive Fitness Systems

机译:结合行为改变意图和用户类型为有说服力的健身系统选择合适的游戏元素

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The motivational impact of gamification elements differs substantially across users. To account for these differences, we investigate Hexad user types and behavior change intentions as factors to personalize gamifed, persuasive fitness systems. We conducted an online study (N = 179), measuring the perceived persuasiveness of twelve gamification elements using storyboards. Results show the applicability of the Hexad user type in the Physical Activity domain. Besides replicating correlations between gamification elements and user types, we also found correlations which were hypothesized in literature, but not yet shown. Our main contribution is to show that behavior change intentions influence the perception of gamification elements in general and affect the set of relevant elements for each user type. Since a static set of elements has been suggested for each user type so far, this is an important finding, leading to potentially more effective personalization approaches.
机译:游戏化元素的动机影响因用户而异。为了解决这些差异,我们调查了Hexad用户类型和行为更改意图,作为个性化游戏化,有说服力的健身系统的因素。我们进行了一项在线研究(N = 179),使用情节提要板测量了十二种游戏化元素的感知说服力。结果显示Hexad用户类型在“身体活动”域中的适用性。除了复制游戏化元素和用户类型之间的相关性之外,我们还发现了文献中假设的但尚未显示的相关性。我们的主要贡献是表明,行为改变的意图通常会影响游戏化元素的感知,并会影响每种用户类型的相关元素集。到目前为止,由于已经为每种用户类型建议了一组静态元素,因此这是一个重要发现,从而可能导致更有效的个性化方法。

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