[go: up one dir, main page]
More Web Proxy on the site http://driver.im/ skip to main content
10.1145/2858036.2858515acmconferencesArticle/Chapter ViewAbstractPublication PageschiConference Proceedingsconference-collections
research-article

Personality-targeted Gamification: A Survey Study on Personality Traits and Motivational Affordances

Published: 07 May 2016 Publication History

Abstract

While motivational affordances are widely used to enhance user engagement in "gamified" apps, they are often employed en masse. Prior research offers little guidance about how individuals with different dispositions may react-positively and negatively-to specific affordances. In this paper, we present a survey study investigating the relationships among individuals' personality traits and perceived preferences for various motivational affordances used in gamification. Our results show that extraverts tend to be motivated by Points, Levels, and Leaderboards; people with high levels of imagination/openness are less likely to be motivated by Avatars. Negative correlations were found between emotional stability (the inverse of neuroticism) and several motivational affordances, indicating a possible limitation of gamification as an approach for a large segment of the population. Our findings contribute to the HCI community, and in particular to designers of persuasive and gamified apps, by providing design suggestions for targeting specific audiences based on personality.

Supplementary Material

suppl.mov (pn2384-file3.mp4)
Supplemental video

References

[1]
Judd Antin and Elizabeth F. Churchill. 201 Badges in social media: A social psychological perspective. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems: Workshop on Gamification.
[2]
Sonia M. Arteaga, Mo Kudeki, and Adrienne Woodworth. 2009. Combating obesity trends in teenagers through persuasive mobile technology. SIGACCESS Accessibility and Computing 94: 17--25. http://doi.acm.org/10.1145/1595061.1595064
[3]
Hernan Badenes, Mateo N. Bengualid, Jilin Chen, Liang Gou, Eben Haber, Jalal Mahmud, Jeffrey W. Nichols, Aditya Pal, Jerald Schoudt, Barton A. Smith, Ying Xuan, Huahai Yang, and Michelle X. Zhou. 2014. System U: automatically deriving personality traits from social media for people recommendation. In Proceedings of the 8th ACM Conference on Recommender Systems (RecSys '14), 373--374. http://doi.acm.org/10.1145/2645710.2645719
[4]
Gabriel Barata, Sandra Gama, Joaquim Jorge, and Daniel Gonçalves. 2013. Engaging engineering students with gamification. In Proceedings of the 5th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES '13), 1--8.
[5]
Richard Bartle. 1996. Hearts, clubs, diamonds, spades: Players who suit MUDs. Journal of MUD research 1, 1: 19.
[6]
David Codish and Gilad Ravid. 2014. Personality based gamification-educational gamification for extroverts and introverts. In Proceedings of the 9th CHAIS Conference for the Study of Innovation and Learning Technologies: Learning in the Technological Era, 36--44.
[7]
Teresa Correa, Amber Willard Hinsley, and Homero Gil De Zuniga. 2010. Who interacts on the Web?: The intersection of users' personality and social media use. Computers in Human Behavior 26, 2: 247--253.
[8]
Paul T. Costa, Jr. and Robert R. McCrae. 1992. NEO Personality Inventory-Revised (NEO-PI-R) and NEO Five-Factor Inventory (NEO-FFI) Professional Manual. Psychological Assessment Resources, Odessa, FL.
[9]
Sebastian Deterding, 2011. Situated motivational affordances of game elements: A conceptual model. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems: Workshop on Gamification.
[10]
Sebastian Deterding, Dan Dixon, Rilla Khaled, and Lennart Nacke. 2011. From game design elements to gamefulness: defining "gamification". In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, 9--15. http://doi.acm.org/1145/2181037.2181040
[11]
Sebastian Deterding, Miguel Sicart, Lennart Nacke, Kenton O'Hara, and Dan Dixon. 20 Gamification. using game-design elements in non-gaming contexts. In Extended Abstracts of the SIGCHI Conference on Human Factors in Computing Systems (CHI '11), 2425--2428. http://doi.acm.org/10.1145/1979742.1979575
[12]
Tao Dong, Mira Dontcheva, Diana Joseph, Karrie Karahalios, Mark Newman, and Mark Ackerman. 20 Discovery-based games for learning software. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '12), 2083--2086. http://doi.acm.org/10.1145/2207676.2208358
[13]
Rosta Farzan, Joan M. DiMicco, David R. Millen, Casey Dugan, Werner Geyer, and Elizabeth A. Brownholtz. 2008. Results from deploying a participation incentive mechanism within the enterprise. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '08), 563--572. http://doi.acm.org/10.1145/1357054.1357145
[14]
Lauren S. Ferro and Stefan Greuter. 2013. Towards personalised, gamified systems: an investigation into game design, personality and player typologies. In Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death (IE'13), 7. http://dx.doi.org/10.1145/2513002.2513024
[15]
Gartner. 2012. Gartner says by 2014, 80 percent of current gamified applications will fail to meet business objectives primarily due to poor design. Retrieved November 27, 2012 from http://www.gartner.com/it/page.jsp?id=2251015
[16]
James J. Gibson, 1977. The theory of affordances. In Perceiving, Acting, and Knowing: Toward an Ecological Psychology, Robert Shaw and John Bransford (eds.). Lawrence Erlbaum Associates, Hillsdale, NJ, 67--82.
[17]
Lewis R. Goldberg. 1992. The development of markers of the Big-Five factor structure. Psychological assessment 4, 1: 26.
[18]
Samuel D. Gosling, Peter J. Rentfrow, and William B. Swann. 2003. A very brief measure of the Big-Five personality domains. Journal of Research in personality 37, 6: 504--528.
[19]
Dina Goren-Bar, Ilenia Graziola, Fabio Pianesi, and Massimo Zancanaro. 2006. The influence of personality factors on visitor attitudes towards adaptivity dimensions for mobile museum guides. User Modeling and User-Adapted Interaction 16, 1: 31--62.
[20]
Sajanee Halko, and Julie A. Kientz. 2010. Personality and persuasive technology: an exploratory study on health-promoting mobile applications. In Persuasive Technology, 6137: 150--161.
[21]
Juho Hamari. (2013). Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service. Electronic Commerce Research and Applications 12, 4: 236--245.
[22]
Juho Hamari, Jonna Koivisto, and Harri Sarsa. 2014. Does gamification work?: A literature review of empirical studies on gamification. In Proceedings of the 47th Hawaii International Conference on System Sciences (HICSS '14), 3025--3034.
[23]
Anthony Hilling. 2012. Extrovert and Introvert -- What is the difference? Retrieved November 5, 2012 from: http://www.hillinghypnotherapy.co.uk/personality-test-online/personality-testing-explained/extrovert-and-introvert-what-is-the-difference/
[24]
Hwee Hoon and Tan Min Li Tan. 2008. Organizational citizenship behavior and social loafing: The role of personality, motives, and contextual factors. The Journal of Psychology 142, 1: 89--108.
[25]
Kai Huotari, and Juho Hamari. 2012. Defining gamification: A service marketing perspective. In Proceedings of the 16th International Academic MindTrek Conference, 17--22.
[26]
Kai Huotari and Juho Hamari. 2011. "Gamification" from the perspective of service marketing. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems: Workshop on Gamification. http://doi.acm.org/10.1145/2393132.2393137
[27]
Oliver P. John, Laura P. Naumann, and Christopher J. Soto. 2008. Paradigm shift to the integrative Big Five trait taxonomy: History, measurement, and conceptual issues. In Handbook of Personality: Theory and Research (3rd ed.), Oliver P. John, Richard W. Robbins, and Lawrence A. Pervin (eds.). Guilford Press, NY, NY, 114--158.
[28]
J.H. Jung, Christoph Schneider, and Joseph Valacich. 2010. Enhancing the motivational affordance of information systems: The effects of real-time performance feedback and goal setting in group collaboration environments. Management Science 56, 4: 724--742.
[29]
Maurits Kaptein and Dean Eckles. 2012. Heterogeneity in the effects of online persuasion. Journal of Interactive Marketing 26, 3: 176--188.
[30]
Maurits Kaptein, Joyca Lacroix, and Privender Saini. 2010. Individual differences in persuadability in the health promotion domain. In Proceedings of the 5th International Conference on Persuasive Technology (PERSUASIVE '10), 94--105. http://dx.doi.org/10.1007/978--3--642--13226--1_11
[31]
Yamini Karanam, Hanan Alotaibi, Leslie Filko, Elham Makhsoom, Lindsay Kaser, and Stephen Voida. 2014. Motivational affordances and personality types in personal informatics. In Adjunct Proceedings of the 2014 ACM International Joint Conference on Pervasive and Ubiquitous Computing (UbiComp '14), 79--82. http://doi.acm.org/10.1145/2638728.2638800
[32]
Wei Li, Tovi Grossman, and George Fitzmaurice. 2012. GamiCAD: a gamified tutorial system for first time autocad users. In Proceedings of the 25th Annual ACM Symposium on User Interface Software and Technology (UIST '12), 103--112. http://doi.acm.org/10.1145/2380116.2380131
[33]
Henry C. Lucas. 1971. Computer-based information systems in organizations. Science Research Associates, Chicago, IL.
[34]
Salatore R. Maddi. 1989. Personality theories: A comparative analysis (5th ed.). Dorsey Press, Chicago, IL.
[35]
Robert R. McCrae, and Paul T. Costa. 1989. Reinterpreting the Myers-Briggs type indicator from the perspective of the Five Factor model of personality. Journal of Personality 57, 1: 17--40.
[36]
James C. McElroy, Anthony R. Hendrickson, Anthony M. Townsend, and Samuel M. DeMarie. 2007. Dispositional factors in Internet use: Personality versus cognitive style. MIS Quarterly 31, 809--820.
[37]
Joanna McGrenere, Ronald M. Baecker, and Kellogg S. Booth. 2002. An evaluation of a multiple interface design solution for bloated software. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '02), 164--170. http://doi.acm.org/10.1145/503376.503406
[38]
Nitya Narasimhan, Silviu Chiricescu, and Venu Vasudevan. 2011. The gamification of television: Is there life beyond badges? In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems: Workshop on Gamification.
[39]
Oded Nov and Ofer Arazy. 2013. Personality-targeted design: Theory, experimental procedure, and preliminary results. In Proceedings of the 2013 ACM Conference on Computer Supported Cooperative Work (CSCW '13), 977--984. http://doi.acm.org/10.1145/2441776.2441887
[40]
Dennis W. Organ. 1988. Organizational citizenship behavior: The good soldier syndrome. Lexington Books, Lexington, MA.
[41]
Dennis W. Organ. 1994. Personality and organizational citizenship behavior. Journal of Management 20, 2: 465--478.
[42]
Vladimir Pavlenko and S.V. Chernyi and D.G. Goubkina. 2009. EEG correlates of anxiety and emotional stability in adult healthy subjects. Neurophysiology 41, 5: 337--345.
[43]
Philip M. Podsakoff, Scott B. MacKenzie, Julie Beth Paine, and Daniel G. Bachrach. 2000. Organizational citizenship behaviors: A critical review of the theoretical and empirical literature and suggestions for future research. Journal of Management 26, 3: 513--563.
[44]
Maryam Tohidi, William Buxton, Ronald Baecker, and Abigail Sellen. 2006. User sketches: a quick, inexpensive, and effective way to elicit more reflective user feedback. In Proceedings of the 4th Nordic conference on Human-computer interaction: changing roles (NordiCHI '06), Anders Mørch, Konrad Morgan, Tone Bratteteig, Gautam Ghosh, and Dag Svanaes (Eds.). ACM, NY, NY, USA, 105--114. DOI=http://dx.doi.org/10.1145/1182475.1182487
[45]
Johnmarshall Reeve. 2005. Understanding Motivation and Emotion. John Wiley & Sons, NY, NY.
[46]
Craig Ross, Emily S. Orr, Mia Sisic, Jaime M. Arseneault, Mary G. Simmering, and R. Robert Orr. 2009. Personality and motivations associated with Facebook use. Computers in Human Behavior 25, 2: 578--586.
[47]
Lee Sheldon. 2011. The multiplayer classroom: Designing coursework as a game. Cengage Learning, Boston, MA.
[48]
Penelope Sweetser and Peta Wyeth. 2005, July. GameFlow: A model for evaluating player enjoyment in games. ACM Computers in Entertainment (CIE) 3, 3: Article 3A.
[49]
Kevin Werbach and Dan Hunter. 2012. For the win: How game thinking can revolutionize your business. Wharton Digital Press, Philadelphia, PA.
[50]
Ping Zhang. 2008. Technical opinion: Motivational affordances: Reasons for ICT design and use. Communications of the ACM 51, 11: 145--147. http://doi.acm.org/10.1145/1400214.1400244
[51]
Gabe Zichermann and Christopher Cunningham. 2011. Gamification by design: Implementing game mechanics in web and mobile apps. O'Reilly Media, Sebastopol, CA.

Cited By

View all
  • (2024)Transforming Medical and Health sciences Education with gamificationLevel Up! Exploring Gamification's Impact on Research and Innovation10.5772/intechopen.1005500Online publication date: 27-May-2024
  • (2024)Unraveling the Tapestry of Deception and Personality: A Deep Dive into Multi-Issue Human-Agent Negotiation DynamicsProceedings of the 23rd International Conference on Autonomous Agents and Multiagent Systems10.5555/3635637.3662946(916-925)Online publication date: 6-May-2024
  • (2024)Prediction of Attention Groups and Big Five Personality Traits from Gaze Features Collected from an Outlier Search GameJournal of Imaging10.3390/jimaging1010025510:10(255)Online publication date: 16-Oct-2024
  • Show More Cited By

Index Terms

  1. Personality-targeted Gamification: A Survey Study on Personality Traits and Motivational Affordances

    Recommendations

    Comments

    Please enable JavaScript to view thecomments powered by Disqus.

    Information & Contributors

    Information

    Published In

    cover image ACM Conferences
    CHI '16: Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems
    May 2016
    6108 pages
    ISBN:9781450333627
    DOI:10.1145/2858036
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

    Sponsors

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 07 May 2016

    Permissions

    Request permissions for this article.

    Check for updates

    Author Tags

    1. gamification
    2. motivational affordances
    3. personality
    4. user interface design

    Qualifiers

    • Research-article

    Conference

    CHI'16
    Sponsor:
    CHI'16: CHI Conference on Human Factors in Computing Systems
    May 7 - 12, 2016
    California, San Jose, USA

    Acceptance Rates

    CHI '16 Paper Acceptance Rate 565 of 2,435 submissions, 23%;
    Overall Acceptance Rate 6,199 of 26,314 submissions, 24%

    Upcoming Conference

    CHI 2025
    ACM CHI Conference on Human Factors in Computing Systems
    April 26 - May 1, 2025
    Yokohama , Japan

    Contributors

    Other Metrics

    Bibliometrics & Citations

    Bibliometrics

    Article Metrics

    • Downloads (Last 12 months)319
    • Downloads (Last 6 weeks)35
    Reflects downloads up to 12 Dec 2024

    Other Metrics

    Citations

    Cited By

    View all
    • (2024)Transforming Medical and Health sciences Education with gamificationLevel Up! Exploring Gamification's Impact on Research and Innovation10.5772/intechopen.1005500Online publication date: 27-May-2024
    • (2024)Unraveling the Tapestry of Deception and Personality: A Deep Dive into Multi-Issue Human-Agent Negotiation DynamicsProceedings of the 23rd International Conference on Autonomous Agents and Multiagent Systems10.5555/3635637.3662946(916-925)Online publication date: 6-May-2024
    • (2024)Prediction of Attention Groups and Big Five Personality Traits from Gaze Features Collected from an Outlier Search GameJournal of Imaging10.3390/jimaging1010025510:10(255)Online publication date: 16-Oct-2024
    • (2024)Gaming for the Education of Biology in High SchoolsEncyclopedia10.3390/encyclopedia40200414:2(672-681)Online publication date: 2-Apr-2024
    • (2024)A Review on Personalization of Gamified Learning Environments*Kuramsal Eğitimbilim10.30831/akukeg.147881017:4(873-896)Online publication date: 31-Oct-2024
    • (2024)Impact of Digital Game-Based Learning on STEM education in primary schools: a meta-analysis of learning approachesInnoeduca. International Journal of Technology and Educational Innovation10.24310/ijtei.102.2024.1969410:2(113-140)Online publication date: 1-Dec-2024
    • (2024)Gamification preferences in nutrition apps: Toward healthier diets and food choicesDIGITAL HEALTH10.1177/2055207624126048210Online publication date: 11-Jun-2024
    • (2024)Auditory, Visual, or Both? Comparing Visual and Auditory Representations of Game Elements in a Gamified Image-Tagging TaskProceedings of the ACM on Human-Computer Interaction10.1145/36770598:CHI PLAY(1-28)Online publication date: 15-Oct-2024
    • (2024)Predicting early user churn in a public digital weight loss interventionProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642321(1-16)Online publication date: 11-May-2024
    • (2024)Unleashing Enjoyment, Engagement, and Motivation to Boost Green Gamified Banking Investigating the Cognitive Role in Green Green-Gamified Banking2024 5th Technology Innovation Management and Engineering Science International Conference (TIMES-iCON)10.1109/TIMES-iCON61890.2024.10630754(1-5)Online publication date: 19-Jun-2024
    • Show More Cited By

    View Options

    Login options

    View options

    PDF

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    Media

    Figures

    Other

    Tables

    Share

    Share

    Share this Publication link

    Share on social media