Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems 2016
DOI: 10.1145/2858036.2858515
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Personality-targeted Gamification

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Cited by 170 publications
(77 citation statements)
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“…Their work grouped personality traits, player types, and game elements into five categories: dominant, objectivist, humanist, inquisitive, and creative. Jia et al [21] studied the relation between the five-factor model (FFM) personality traits [19] and individual gamification elements and found several significant correlations. Orji et al [31] studied the relation between the FFM personality traits and several persuasive strategies used in gamification and found significant correlations.…”
Section: Related Workmentioning
confidence: 99%
See 1 more Smart Citation
“…Their work grouped personality traits, player types, and game elements into five categories: dominant, objectivist, humanist, inquisitive, and creative. Jia et al [21] studied the relation between the five-factor model (FFM) personality traits [19] and individual gamification elements and found several significant correlations. Orji et al [31] studied the relation between the FFM personality traits and several persuasive strategies used in gamification and found significant correlations.…”
Section: Related Workmentioning
confidence: 99%
“…This often involves educating users about topics in which they lack knowledge, supporting them in attitude or behaviour change, or engaging them in specific areas [10]. To make gameful systems more effective, several researchers have attempted to model user preferences in these systems, such as user typologies [40], persuasive strategies [31], or preferences for different game elements based on personality traits [21]. Nevertheless, none of these models have studied elements used specifically in gameful design.…”
Section: Introductionmentioning
confidence: 99%
“…eir work grouped personality traits, player types, and game elements in ve categories: (1) Dominant, (2) Objectivist, (3) Humanist, (4) Inquisitive, and (5) Creative. Jia et al [29] studied the relation between the ve-factor model (FFM) personality traits [15,25] and individual gami cation elements and found several signi cant correlations. Orji et al [52] studied the relation between the FFM personality traits and several persuasive strategies used in gami cation.…”
Section: Personalized Gami Cationmentioning
confidence: 99%
“…Results have shown the higher value of personalized over generic approaches in user interface (UI) design [3,44], persuasive technologies [31,33], and games [5,14,50,53]. However, the study of personalized gami cation is still in its infancy and publications so far have been mostly theoretical, for example, focusing on identifying di erent personality traits or preferences for personalization [29,52,64].…”
Section: Introductionmentioning
confidence: 99%
“…work within speci c contexts and for speci c users. Motivation, for example, arises from di erent multiple causes [8] and di erently for certain users [7,17]. As a result, such three components of gami cation, i.e.…”
Section: Motivationmentioning
confidence: 99%