Inferring a player's need for cognition from hints

Carlos Pereira Santos, J.V. Khan, P. Markopoulos

    Research output: Chapter in Book/Report/Conference proceedingConference contributionAcademicpeer-review

    6 Citations (Scopus)

    Abstract

    Player behavior during game play can be used to construct player models that help adapt the game and make it more fun for the player involved. Similarly in-game behavior could help model personality traits that describe people's attitudes in a fashion that can be stable over time and over different domains, e.g., to support health coaching, or other behavior change approaches. This paper demonstrates the feasibility of this approach by relating Need for Cognition (NfC) a personality trait that can predict the effectiveness of different persuasion strategies upon users to a commonly used game mechanic -- hints. An experiment with N=188 participants confirmed our hypothesis that NfC has a negative correlation with the number of hints players follow during the game. Future work should confirm if adherence to hints can be used as a predictor of behavior in different games, and to find other game mechanics than hints, that help predict user traits.
    Original languageEnglish
    Title of host publicationIUI '16 Proceedings of the 21st International Conference on Intelligent User Interfaces, 7-10 March 2016, Sonoma, California
    Place of PublicationNew York
    PublisherAssociation for Computing Machinery, Inc.
    Pages76-79
    Number of pages4
    ISBN (Print)978-1-4503-4137-0
    DOIs
    Publication statusPublished - 7 Mar 2016
    Event21st International Conference on Intelligent User Interfaces (IUI 2016) - Sonoma, United States
    Duration: 7 Mar 201610 Mar 2016
    Conference number: 21

    Conference

    Conference21st International Conference on Intelligent User Interfaces (IUI 2016)
    Abbreviated titleACM IUI 2016
    Country/TerritoryUnited States
    CitySonoma
    Period7/03/1610/03/16

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