Qualitative Study into Adapting Persuasive Games for Mental Wellbeing to Personality, Stressors and Attitudes

Qualitative Study into Adapting Persuasive Games for Mental Wellbeing to Personality, Stressors and Attitudes
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针对人格、压力源和态度调整说服性游戏以促进心理健康的定性研究

DOI:
10.1145/3099023.3099111
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发表时间:
2017
期刊:
--
影响因子:
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通讯作者:
Ciocarlan A
Ciocarlan A
中科院分区:
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--
作者:
Ciocarlan A

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我们更广泛的研究项目调查了一个有说服力的游戏的设计,以预防心理健康问题和改善学生群体的主观幸福感。在本文中,我们探讨如何说服游戏元素和互动可以适应不同的学生个性,积极的压力和态度。在六个焦点小组中,我们调查了(1)学生经历的主要压力源,(2)学生的哪些特征需要考虑以适应游戏互动和挑战,以及(3)可以应用哪些个性化方法。参与者被展示了一个虚构的学生的故事,传达了三种人格特质(尽责性,情绪稳定性和外向性)的高水平和低水平,积极的压力源水平,以及对变化的不同态度。参与者讨论了如何根据虚构学生的特点定制游戏互动、活动和挑战。在一般情况下,参与者认为使用隐式措施的实时个性化更有效,但承认明确的分析作为一个有价值的补充方法。这些发现对基于说服性游戏的健康干预措施的个性化和设计具有影响。
Our wider research project investigates the design of a persuasive game for preventing mental health problems and improving subjective wellbeing in a student population. In this paper, we explore how persuasive game elements and interactions can be adapted to different student personalities, active stressors and attitudes. In six focus groups we investigated (1) which key stressors are experienced by students, (2) what characteristics of students need to be considered for adapting game interactions and challenges, and (3) which approaches to personalisation could be applied. Participants were shown stories about a fictional student, conveying high and low levels of three personality traits (Conscientiousness, Emotional Stability and Extraversion), levels of active stressors, and varying attitudes towards change. Participants discussed how to tailor game interactions, activities and challenges to the characteristics of the fictional student. In general, participants perceived real-time personalisation using implicit measures as more effective, but recognised explicit profiling as a valuable complementary method. These findings have implications for the personalisation and design of persuasive game based interventions for health.
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