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dc.contributor.authorBusch, Marc
dc.contributor.authorMattheiss, Elke
dc.contributor.authorOrji, Rita
dc.contributor.authorMarczewski, Andrzej
dc.contributor.authorHochleitner, Wolfgang
dc.contributor.authorLankes, Michael
dc.contributor.authorNacke, Lennart
dc.contributor.authorTscheligi, Manfred
dc.date.accessioned2018-01-03 20:25:13 (GMT)
dc.date.available2018-01-03 20:25:13 (GMT)
dc.date.issued2015-10
dc.identifier.urihttps://doi.org/10.1145/2793107.2810260
dc.identifier.urihttp://hdl.handle.net/10012/12804
dc.description© Lennart Nacke, 2015. This is the author’s version of the work. It is posted here for your personal use. Not for redistribution. The definitive version was published in CHI PLAY '15 Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, https://doi.org/10.1145/2793107.2810260en
dc.description.abstractSerious and persuasive games and gamified interactions have become popular in the last years, especially in the realm of behavior change support systems. They have been used as tools to support and influence human behavior in a variety of fields, such as health, sustainability, education, and security. It has been shown that personalized serious and persuasive games and gamified interactions can increase effectivity of supporting behavior change compared to "one-size-fits all"-systems. However, how serious games and gamified interactions can be personalized, which factors can be used to personalize (e.g. personality, gender, persuadability, player types, gamification user types, states, contextual/situational variables), what effect personalization has (e.g. on player/user experience) and whether there is any return on investment is still largely unexplored. This full-day workshop aims at bringing together the academic and industrial community as well as the gaming and gamification community to jointly explore these topics and define a future roadmap.en
dc.description.sponsorshipÖsterreichische Forschungsförderungsgesellschaften
dc.language.isoenen
dc.publisherAssociation for Computing Machineryen
dc.relation.ispartofseriesCHI PLAY '15 Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play;
dc.subjectGamified interactionsen
dc.subjectHuman computer interaction (hci)en
dc.subjectPersonalizationen
dc.subjectPersuasive gamesen
dc.subjectSerious gamesen
dc.titlePersonalization in Serious and Persuasive Games and Gamified Interactionsen
dc.typeConference Paperen
dcterms.bibliographicCitationBusch, M., Mattheiss, E., Orji, R., Marczewski, A., Hochleitner, W., Lankes, M., … Tscheligi, M. (2015). Personalization in Serious and Persuasive Games and Gamified Interactions (pp. 811–816). ACM Press. https://doi.org/10.1145/2793107.2810260en
dc.description.versionPeer-revieweden
uws.contributor.affiliation1Faculty of Artsen
uws.contributor.affiliation2Drama and Speech Communicationen
uws.typeOfResourceTexten
uws.peerReviewStatusRevieweden
uws.scholarLevelFacultyen


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