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 language | English |
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Title of host publication | IUI '16 Proceedings of the 21st International Conference on Intelligent User Interfaces, 7-10 March 2016, Sonoma, California |
Place of Publication | New York |
Publisher | Association for Computing Machinery, Inc |
Pages | 76-79 |
Number of pages | 4 |
ISBN (Print) | 978-1-4503-4137-0 |
DOIs | |
Publication status | Published - 7 Mar 2016 |
Event | 21st International Conference on Intelligent User Interfaces (IUI 2016) - Sonoma, United States Duration: 7 Mar 2016 → 10 Mar 2016 Conference number: 21 |
Conference
Conference | 21st International Conference on Intelligent User Interfaces (IUI 2016) |
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Abbreviated title | ACM IUI 2016 |
Country/Territory | United States |
City | Sonoma |
Period | 7/03/16 → 10/03/16 |