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

5 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
CountryUnited States
CitySonoma
Period7/03/1610/03/16

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