Abstract
Several scholars have argued that it can be more effective to tailor the persuasive approach to different individuals, by personalizing the way by which a system attempts to influence user's behavior. Here we discuss how gamification can be used to construct a user profile that predicts the susceptibility of the user to different social influence approaches. We describe the design concept and the experimental evaluation of an avatar creator application which collects data on susceptibility of users to Cialdini's principles of influence to enable personalization of persuasion.
Original language | English |
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Title of host publication | 2nd International Workshop on Personalization in Persuasive Technology (PPT 2017) |
Publisher | CEUR-WS.org |
Pages | 1-7 |
Number of pages | 7 |
Publication status | Published - 1 Jan 2017 |
Event | 2nd International Workshop on Personalization in Persuasive Technology (PPT 2017) - Amsterdam, Netherlands Duration: 3 Apr 2017 → 6 Apr 2017 Conference number: 2 |
Publication series
Name | CEUR Workshop Proceedings |
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Volume | 1833 |
ISSN (Print) | 1613-0073 |
Conference
Conference | 2nd International Workshop on Personalization in Persuasive Technology (PPT 2017) |
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Abbreviated title | PPT2017 |
Country/Territory | Netherlands |
City | Amsterdam |
Period | 3/04/17 → 6/04/17 |
Other | Part of 12th International Conference on Persuasive Technology (PERSUASIVE 2017) |
Keywords
- Gamification
- Individual differences
- Persuasion profiling
- Social influence
- Tailored persuasion