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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Missing the Forest for the Trees: Balancing Personalization Costs and Benefits in Persuasive Games</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Elke Mattheiss</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>David Sellitsch</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Marc Busch</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Wolfgang Hochleitner</string-name>
          <email>wolfgang.hochleitner@fh-hagenberg.at</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Josef Froschauer</string-name>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Manfred Tscheligi</string-name>
          <email>manfred.tscheligi@sbg.ac.at</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>AIT Austrian Institute of Technology GmbH</institution>
          ,
          <addr-line>Vienna</addr-line>
          ,
          <country country="AT">Austria</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>University of Applied Sciences Upper Austria</institution>
          ,
          <addr-line>Hagenberg</addr-line>
          ,
          <country country="AT">Austria</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>University of Salzburg</institution>
          ,
          <country country="AT">Austria</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>ovos media GmbH</institution>
          ,
          <addr-line>Vienna</addr-line>
          ,
          <country country="AT">Austria</country>
        </aff>
      </contrib-group>
      <fpage>40</fpage>
      <lpage>43</lpage>
      <abstract>
        <p>Research has shown that personalization of persuasive games along certain dimensions (e.g. gender, player types) can increase the persuasive effect. However, when designing a personalized game the question arises, which player characteristics should be used as personalization factors? Considering too many factors quickly results in extensive or even unmanageable design efforts, whereas focusing on too few leads to the risk of stereotyping or addressing only a small part of the target group. In this position paper, we discuss issues of personalization in design practice and present the approach we choose in designing persuasive games for promoting an active lifestyle. We conclude with the need for empirical research in order to estimate costs and benefits of personalization.</p>
      </abstract>
      <kwd-group>
        <kwd>Persuasive games</kwd>
        <kwd>personalization</kwd>
        <kwd>cost-benefit considerations</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        The aim of personalization is to increase the users’ satisfaction by tailoring
technologies to their needs, preferences and characteristics. In the context of persuasive
technology (PT) and persuasive games (PGs), personalization is considered to foster the
persuasive effect compared to one-size-fits-all approaches [
        <xref ref-type="bibr" rid="ref1 ref4">1,4</xref>
        ]. Although first
promising steps in research regarding relevant personalization factors in persuasive games
were taken (e.g. [
        <xref ref-type="bibr" rid="ref2 ref7">2,7</xref>
        ]), there is still a long way to go until suitable design practices are
established. The first step of the research agenda is to identify which personal
characteristics relate to the persuasive effectiveness of games and how this knowledge can
be translated into meaningful design guidelines. For example, the preference for
specific game elements or mechanics of a person could influence how she accepts a
specific kind of persuasive game (cf. player types [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]). The ultimate goal of designers of
personalized persuasive games is then to efficiently apply these design guidelines into
games that successfully persuade the intended target group.
      </p>
      <p>However, the question is how many factors to consider when personalizing
persuasive games? Providing personalized solutions using multiple distinguishing criteria
leads to a multitude of combinations in order to provide a tailored experience for all
kinds of users. This is time consuming and cost intensive, and may not even result in
a significantly higher persuasive effect when compared to focusing only on a few
number of personalization factors.</p>
      <p>This paper is based on project activities related to persuasive games promoting
physical activity and active mobility and the respective challenges we encountered.
We raise issues in the practical application of personalization in persuasive game
design. Furthermore, we propose an approach, which should avoid overcomplicating
and oversimplifying personalization factors and make sure to address an adequate part
of the target group.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Personalization Factors and Issues</title>
      <p>When thinking of personalizing a game, first relevant player characteristics (i.e.
personalization factors) need to be identified, which are assumed to influence the
persuasive effect of a game and are therefore worthwhile to steer the design process.</p>
      <p>
        Such player characteristics are diverse and include for example demographic
information (e.g. gender, age), target attitude or behavior of the persuasive game (e.g.
physical exercise), game preferences and behavior in general and susceptibility to
specific persuasive strategies. Previous research gives first indications for the
relevance of single personalization factors (e.g. [
        <xref ref-type="bibr" rid="ref2 ref7 ref8">2,7,8</xref>
        ]) in specific contexts. Taking the
high number of potential personalization factors and their factor levels (e.g. male and
female for the factor gender) into account, results in an even higher number of
reasonable combinations of these factor levels. One example of such a combination is
female (gender) players of massively multiplayer online role-playing games (game
preference) between 20 and 30 years old (age), prone to the persuasive strategy
cooperation (persuadability) and irregularly exercising (target behavior). Providing
personalized solutions for every reasonable combination of these levels would require an
extensive (and in practice unmanageable) effort in game design and implementation.
      </p>
      <p>Focusing only on a small number of level combinations may introduce
stereotyping into the design process. On the other hand, considering only single factors (e.g.
preferred game genres) may in turn neglect important influencing factors and
therefore fail to have the desired effect and to address a larger target group. Determining a
simple but still effective personalization approach is therefore crucial.
3</p>
    </sec>
    <sec id="sec-3">
      <title>A Practical Approach to Personalization</title>
      <p>An approach is required which benefits from the increased persuasive effect of
personalization, without the need for too many different game versions. In the following,
we propose a practical procedure covering the process of user research, requirements
analysis and early design stages of a persuasive game project. We use the context of
activity promoting games to outline the approach.</p>
      <p>Missing the Forest for the Trees: Balancing Personalization Costs and Benefits in
Persuasive Games</p>
      <p>
        The first step towards personalized persuasive games is to identify potentially
relevant personalization factors. That highly depends on the aims and context of the
persuasive game. As we aim to promote a more active lifestyle, we considered the factors
game preferences (e.g. preferred game genre, player type [
        <xref ref-type="bibr" rid="ref6 ref8">6,8</xref>
        ]), persuadability [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ],
activity behavior (e.g. motivation for as well as level and type of activity), and
demographic information (e.g. age and gender [
        <xref ref-type="bibr" rid="ref2 ref7">2,7</xref>
        ]) to have a potential influence on which
persuasive game would be most effective. These considerations are based on previous
research (e.g. [
        <xref ref-type="bibr" rid="ref2 ref7 ref8">2,7,8</xref>
        ]) as well as content-wise considerations.
      </p>
      <p>
        With the potential factors in mind, the next step is to do a player group
segmentation based on user research. The characteristics of the target group (e.g. age
distributions, player preferences) are assessable for example with a cost-efficient online
survey. By performing statistical and qualitative cluster analysis, we can identify
predominant and distinctive player groups to guide personalization approaches. Creating
data-driven player groups prevents an involuntary focus on stereotypes and enables
the creation of representative data driven Personas [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. Personalization efforts are
dedicated to the most prominent groups, by deciding on specific targeted player
groups instead of personalizing for all kinds of individual players. Knowing target
users is crucial in this scenario since it effectively helps lowering the effort of
personalization.
      </p>
      <p>
        The final step is the personalized game design towards the targeted player groups
(e.g. player type driven game design [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]). In this creative process, game designs are
developed tailored to the preferences of the selected player groups instead of
individuated personalization (cf. [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]). Indications for tailoring (i.e. which players prefer
which game elements) can be found in previous (comparative) research about gaming
behavior (e.g. [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]). Depending on how diverse the preferences of the player groups
are, a strategy to decrease the personalization efforts at this point is to work on games
including the lowest common denominator preferences of several player groups (cf.
the one size fits all approach in [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]). Applying this to all targeted player groups
contradicts the aim of personalization to increase the persuasive effect by addressing
specific user groups. However, pooling user clusters to larger groups in this way
seems a reasonable approach to lower effort and still benefit from personalization. See
Fig. 1 for an overview of the described process.
4
      </p>
    </sec>
    <sec id="sec-4">
      <title>Conclusions and Future Work</title>
      <p>
        Although personalizing a persuasive game to specific player groups is considered to
improve the persuasive effect [
        <xref ref-type="bibr" rid="ref1 ref4 ref7">1,4,7</xref>
        ], there is still a lack of research on which
personalization factors need to be considered and how this is applied in design practice. In
this paper, we discussed issues related to personalization and propose an initial
approach for personalized design, which we will use and evaluate in related projects.
      </p>
      <p>Future work needs to investigate with empirical studies how much personalization
is feasible in the design of persuasive games. This would enable a cost-benefit
estimation of personalization, indicating how many factors need to be considered to
sufficiently increase the persuasive effect in a specific context and at which point the
efforts for personalization are no longer in proportion to the effect.</p>
      <p>Acknowledgements. This research has partly been funded by the Austrian Research
Promotion Agency under contract no. 849081 (Bike’N’Play) and 844845
(GEMPLAY).</p>
    </sec>
  </body>
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