=Paper= {{Paper |id=Vol-1833/9_Fountoukidou |storemode=property |title=Using Tailoring to Increase the Effectiveness of a Persuasive Game-Based Training for Novel Technologies |pdfUrl=https://ceur-ws.org/Vol-1833/9_Fountoukidou.pdf |volume=Vol-1833 |authors=Sofia Fountoukidou,Jaap Ham,Cees Midden,Uwe Matzat |dblpUrl=https://dblp.org/rec/conf/persuasive/FountoukidouHMM17 }} ==Using Tailoring to Increase the Effectiveness of a Persuasive Game-Based Training for Novel Technologies== https://ceur-ws.org/Vol-1833/9_Fountoukidou.pdf
    Using Tailoring to Increase the Effectiveness of a
Persuasive Game-Based Training for Novel Technologies

             Sofia Fountoukidou, Jaap Ham, Cees Midden, and Uwe Matzat

     Human-Technology Interaction, Eindhoven University of Technology, P.O. Box 513,
                           5600 MB, Eindhoven, Netherlands
     {s.fountoukidou, J.R.C.Ham, C.J.H.Midden,u.matzat}@tue.nl



            Abstract. A vast majority of people with motor disabilities cannot be part of
        the today’s digital society, due to the difficulties they face in using conventional
        interfaces (i.e., mouse and keyboard) for computer operation. The MAMEM pro-
        ject aims at facilitating the social inclusion of these people by developing a tech-
        nology that allows computer operation, solely by using the eyes and mind. How-
        ever, training is one of the key factors affecting the users’ technology acceptance.
        Game-based computer training including persuasive strategies could be an effec-
        tive way to influence user beliefs and behaviors regarding a novel system. Tai-
        loring these strategies to an individual level is a promising way to increase the
        effectiveness of a persuasive game. In the current paper, we briefly discuss the
        theoretical development of a persuasive game-based training for the MAMEM
        technology, as well as how we used tailored communication strategies to further
        enhance user technology acceptance. The development of such a tailored persua-
        sive game will be essential for increasing acceptance and usage of assistive tech-
        nology but also for the scientific insights in personalization of persuasion.


        Keywords: Persuasion, Tailoring, Technology Acceptance, Assistive Technol-
        ogy,


1       Introduction

Computer technologies have transformed the way we work, stay in touch with family
and friends and in general how we spend our free time. However, individuals with mo-
tor disabilities (such as people with Parkinson’s disease and tetraplegia) have several
problems adapting to the today’s digital society. The common symptom of these disor-
ders is the loss of the voluntary muscular control while preserving cognitive functions.
This leads to a variety of functional deficits, including the ability to operate computer
applications that require the use of a conventional interfaces (i.e., mouse, keyboard and
touchscreens). As a result, the affected individuals face the danger of being socially
excluded [1].



Copyright © by the paper’s authors. Copying permitted for private and academic purposes.
    In: R. Orji, M. Reisinger, M. Busch, A. Dijkstra, M. Kaptein, E. Mattheiss (eds.): Proceedings
of the Personalization in Persuasive Technology Workshop, Persuasive Technology 2017, Am-
sterdam, The Netherlands, 04-04-2017, published at http://ceur-ws.org
92      Using Tailoring to Increase the Effectiveness of a Persuasive Game-Based Training for
                                                                          Novel Technologies

    Motivated by this, the European project called Multimedia Authoring and Manage-
ment using your Eyes and Mind (MAMEM) 1 aims at facilitating the social integration
of these people, by increasing their opportunities for employment, social inclusion and
independence. Thus, MAMEM delivers a novel technology that allows physically dis-
abled people to operate software applications and execute multimedia-related tasks,
through eye-movements (using an eye-tracker) and mental commands (using EEG-
recorders).
    Besides potential benefits of computer Assistive Technologies (ATs) like MAMEM,
earlier literature warned about high rates of AT non-use, which leads to detrimental
effects on both an individual and collective level [2]. Similar to the general population,
beliefs and attitudes of individuals with disabilities towards a technology may prevent
its acceptance and use [3, 4]. During the initial stage of technology adoption, training
has been found as one of the key factors to influence user beliefs and attitudes about
the specific technology [5, 6]. This signals the potential of persuasive technologies,
embedded in computer and software training interventions, to create or increase favor-
able user reactions to new technologies.
    Studies have shown that persuasive games can be an effective approach to change
attitudes and behaviors and has been applied to various domains, such as education,
health and sustainability. Persuasive games have been defined as games that are de-
signed with the primary purpose of changing a user’s behavior or attitude using various
behavior change theories and strategies [7]. Inspired by such empirical evidence, we
developed and implemented a game-based training intervention for the MAMEM tech-
nology, consisted of various persuasive strategies.
    Though persuasive technologies can be effective in motivating the desired behavior
and attitude change, there are individual differences in the way people are motivated
[8]. One of the limitations reported in the area of persuasive game design is that, often-
times, persuasive games adopt a one-size-fits-all approach to their intervention [7]. Nu-
merous studies, both in the field of persuasive technology and in the gameplay specifi-
cally, highlighted the importance of tailoring strategies to an individual level, in order
to increase people’s motivation to change their attitudes and/or behaviors [7, 9, and 10].
    The focus of the current paper is to provide a description of the tailored, persuasive
game-based training for the MAMEM technology, intended to influence users’ tech-
nology acceptance beliefs and usage behaviors. Firstly, we briefly introduce the
MAMEM technology and then, we briefly describe the persuasive strategies that con-
stitute the persuasive game-based training. Afterwards, we go on discussing how we
designed our game-based computer training to be tailored to individual users, using
both theory and data-driven approach.




1    http://www.mamem.eu/
Using Tailoring to Increase the Effectiveness of a Persuasive Game-Based Training for Novel
Technologies                                                                              93

2      MAMEM technology

MAMEM technology provides novel and natural ways in which people can operate
their computers, like using their eyes. As a result, a new web browser has been devel-
oped, called GazeTheWeb (GTW). GTW can be controlled solely with the eyes move-
ments, which are captured by an eye-tracking device, mounted at the bottom of the
computer screen. Training is deemed necessary, in order for the users to become famil-
iar with using their eyes to control a computer as well as with learning the functionali-
ties of the new web browser (GTW). Hence, the first step was to design the necessary
training activities (i.e., using the GTW icons and typing on the virtual keyboard), in
order for the user to learn the system. Next, the identified training activities were trans-
lated into a gameplay, consisted of a plethora of persuasive strategies and game me-
chanics.


2.1    Development of MAMEM persuasive game
To date, several persuasive games are based on designers’ intuition, despite substantial
research evidence showing the relative superiority of interventions that are based on
theories and models of behavior change motivation [7]. Taking into account such a
limitation, we carefully selected the persuasive strategies of our game-based training,
using Intervention Mapping (IM), a 6-step framework for developing and implementing
health interventions [11]. The targeted behavioral variables of our intervention are re-
late to the technology acceptance and its determinants, as specified by the Technology
Acceptance Model 3, TAM 3 [12] (for an overview see [13]). Furthermore, the derived
theoretical interventions were translated into game design specifications, by making
use of applied tools, like design patterns, defined in the software engineering domain
as a description or template of a general repeatable solution to a commonly occurring
problem (for an overview, see [14]). Since a further description of the intervention de-
velopment is out of the scope of this paper we only present the core persuasive strate-
gies that formed our game-based training method (more information can be found in
[13, 14]. Table 1 contains these persuasive strategies accompanied by a brief descrip-
tion of their translation into game mechanics.


2.2    Tailored communication of the MAMEM persuasive game
One of the characteristics of the MAMEM persuasive game is that it provides influenc-
ing strategies, tailored to individual characteristics and learning process. Tailored com-
munication is defined as any combination of information or change techniques, in-
tended to reach one specific person, based on the characteristics that are unique to that
person, related to the outcome of interest, and derided from individual assessment [15]
   Three categories of tailored communication has been proposed: Personalization,
feedback and content matching [15]. These three categories and their related techniques
are often used in combination. Each of these categories has been implemented into the
94        Using Tailoring to Increase the Effectiveness of a Persuasive Game-Based Training for
                                                                            Novel Technologies

MAMEM persuasive game. Table 2 describes each technique and how it has been tai-
lored to relevant user characteristics, as well as how they were applied within the per-
suasive game to further enhance the technology acceptance of the MAMEM trainees.

     Table 1. Overview of the core persuasive strategies for the MAMEM game-based training

 Persuasive game-based training interventions
 Selected persuasive   Application to the MAMEM game
 strategies
 Evaluative feedback System provides frequent user performance evaluation at the end of each
                       level.
 Factual feedback      System tracks and shows user performance in a number of quantifiable
 (scoreboards)         criteria (i.e., cumulative scores of time and errors).
 Encouragement         System provides an encouraging message following low user perfor-
                       mance at the end of a level
 Suggestion            System provides suggestion for repeating a game level when perfor-
                       mance is low
 Self-monitoring       System keeps track of user performance (i.e., time, errors) which are visi-
                       ble to the user throughout the gameplay
 Social comparison     System shows a user’s performance relative to the other users
 (leaderboards)
 External rewards      System provides virtual trophies and praises users for their performance
 and praises
 Liking                Game graphics matching the gameplay
 Levels                Game advances through different levels of increasing difficulty
 Assignments           Game contains short-term goals to be achieved by the users
 Tailoring             Personalize interventions based on user characteristics and performance
                       data


3        Conclusion

All in all, this paper presents a tailored training program in the form of a persuasive
game, with the overall goal to motivate MAMEM trainees to accept and use the system.
The game-based training is well grounded in theories and models as well as recent sci-
entific insights. A limitation of the intervention is that it has not been tested empirically
yet. Currently, we are performing both lab studies and field studies with real patients to
examine the effectiveness of the persuasive game-based training on user technology
acceptance and performance. Based on the results of such studies we will refine our
interventions and we will expand the tailoring of persuasive strategies to other relevant
user characteristics (i.e., computer self-efficacy and computer skills). The output of this
research project is relevant for increasing acceptance and usage of assistive technology
by the MAMEM target groups, but also for the scientific insights in personalization of
persuasion.
Using Tailoring to Increase the Effectiveness of a Persuasive Game-Based Training for Novel
Technologies                                                                              95

   Table 2. Tailored communication for MAMEM game-based training (adapted from [15])


   Tailoring      Tailoring      Strategy           User               Application to
   category       strategy      Description     characteristics        MAMEM game
                                                                  The game features user
                               Identification
                                                                  name on the top right of
 Personaliza-    Identifica-   of the recipi-   Mentioning of
                                                                  the screen;
 tion            tion          ent in the       user’s name
                                                                  User name is mentioned
                               message
                                                                  in the feedback provision.
                                                                  Game assignments are
                               Frames in-
                                                                  tailored to the culture of
 Personaliza-    Contextual-   formation in     Use of cultural
                                                                  the MAMEM patient
 tion            ization       meaningful       ethnicity
                                                                  groups (i.e., Greek and
                               context
                                                                  Hebrew).
                                                                  Individual performance
                               Reports of                         data (i.e., time and errors)
                               what is                            are visible to the user
                                                Use of User
                               known about                        during the gameplay, as
 Feedback        Descriptive                    performance
                               the user                           also individual cumula-
                                                data
                               based on                           tive scores are provided
                               his/her data                       at the end of each game
                                                                  level.
                               Contrasts
                                                                  User’s individual perfor-
                               what is
                                                                  mance data is compared
                               known about      Use of user
                 Compara-                                         only to that of other user
 Feedback                      the recipient    group perfor-
                 tive                                             who belong to the same
                               with what is     mance data
                                                                  patient group (i.e., Par-
                               known about
                                                                  kinson’s disease group)
                               others
                               Make inter-
                               pretations or                      System Interpretation of
                               judgements       Use of user       the user performance data
 Feedback        Evaluative    based on         performance       (i.e., “it only took you 5
                               what is          data              minutes to finish the
                               known about                        level; this is very fast”).
                               the user
                                                                  The content matching
                               Direct mes-
                                                                  messages the MAMEM
                               sages to indi-
                                                                  game provides are based
 Content                       vidual status    User gender
                                                                  on determinants derived
 matching                      on key theo-     and age
                                                                  from TAM and two core
                               retical deter-
                                                                  moderators of the model
                               minants
                                                                  (gender and age)
96      Using Tailoring to Increase the Effectiveness of a Persuasive Game-Based Training for
                                                                          Novel Technologies

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