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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>Workshop
October</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Kindness is Contagious: Exploring Engagement in a Gamified Persuasive Intervention for Wellbeing</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Ana Ciocarlan</string-name>
          <email>ana.ciocarlan@abdn.ac.uk</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>ACM Classification Keywords</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Judith Masthoff</string-name>
          <email>j.masthoff@abdn.ac.uk</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Human-centered computing. User studies. Applied computing.</institution>
          ,
          <addr-line>Computer games</addr-line>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>University of Aberdeen</institution>
          ,
          <addr-line>Aberdeen</addr-line>
          ,
          <country country="UK">UK</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2017</year>
      </pub-date>
      <volume>15</volume>
      <issue>2017</issue>
      <abstract>
        <p>Students are continually exposed to a variety of stressors during their academic career, and this can have significant negative effects on their mental health and subjective wellbeing. In this paper we explore how gamified persuasive interventions can promote engagement in performing random acts of kindness to improve wellbeing and help students manage stressors more effectively. In a pilot study we investigated how participation levels in a gamified persuasive intervention that promotes random acts of kindness at University, are influenced by (1) different persuasive message types, and (2) different game challenge categories. Furthermore, we analysed the impact on behavioural intention by comparing pre-intention and post-intention to perform random acts of kindness. Participants were assigned 5 different quests each morning, for two days, and asked to complete as many as possible by the end of each day. Participants were divided into 2 groups and received different types of persuasive notifications during the day: Group A received messages that set out group goals and used the social comparison strategy, while Group B received messages that set out individual goals and used the self-monitoring strategy. The findings from the pilot study will inform the design of a larger study to investigate persuasive game-based interventions for subjective wellbeing.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        BACKGROUND
The number of students in UK Universities who require mental
health care is increasing very rapidly and the problems they
experience are becoming more and more complex [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
Approximately 75% of students experience high levels of
psychological distress, manifesting in the forms of intense stress, anxiety,
      </p>
      <p>
        Despite the growing interest in persuasive games, there
remains a need for further research into their application in the
wellbeing domain and design of games which promote
happiness. Games may facilitate the integration of preventive
models and enhance current proactive strategies. Using technology
to promote wellbeing would encourage initiative, empower
individuals, promote self-care and improve self-management
skills. Approximately 54% of students who experience mental
ill health, feel nervous about receiving care and do not seek
support from their institution or local practitioners [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Thus,
a digital persuasive game would allow a larger number of
individuals to access support remotely and would facilitate
early detection of symptoms, reducing time costs and financial
expenses for mental healthcare providers.
      </p>
      <p>
        Our wider research project investigates the design of a
persuasive game for preventing mental health problems and
improving subjective wellbeing in a student population [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. The
intervention will use persuasion to promote student engagement in
meaningful, achievable and enjoyable challenges, that increase
happiness and help students manage stressors effectively. Our
work is inspired by positive psychology research, as described
in [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ], and focuses on adapting happiness-inducing
challenges, which suit user values and interests. Recent work in
Positive Psychology has shown that that practicing kindness
has a positive impact on one’s subjective wellbeing [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. In
this paper we present the results of a pilot study which
investigates how a gamified persuasive intervention can encourage
random acts of kindness and the effect of different persuasive
notifications on participant engagement levels. The findings
from the pilot study will inform the design of our larger studies
to investigate persuasive game-based interventions for
subjective wellbeing.
      </p>
      <p>STUDY DESIGN
The aim of this pilot study was to investigate how engagement
levels are influenced by different game challenge categories
and different persuasive notification types. We also wanted
to explore how gamified persuasive interventions affect
behavioural intention towards performing random acts of
kindness. The experiment ran over the course of two days, with
participants being provided with 5 daily quests each
morning, a persuasive notification during early afternoon and a
daily questionnaire in the evening. A pre-questionnaire and
post-questionnaire were also completed by the participants. To
achieve our aims, all quests involved performing small random
acts of kindness and were centered around 5 key categories
that inspire positivity and promote wellbeing: being positive,
having meaningful interactions, expressing gratitude, being
helpful and cheering up or encouraging others.</p>
      <p>
        Participants were divided into 2 groups and received different
types of persuasive notifications during the day: Group A
received messages that set out group goals and used the social
comparison strategy, while Group B received messages that
set out individual goals and used the self-monitoring strategy.
Numerous persuasive strategies have been identified to
influence behavioural determinants, in order to promote behaviour
change. For example, Fogg [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] has developed 7 persuasive
approaches, Cialdini [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] has developed 6 principles of
persuasion, and Oinas-Kukkonen [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ] built upon this work to
identify 28 persuasive system design principles. Furthermore,
Michie et al. [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] have recognised 93 techniques for
promoting behaviour change. Social comparison is a strategy which
allows participants to compare their performance with others
and setting group goals allows participants to work towards
a shared objective. This strategy was chosen as it has been
increasingly used in interventions, as humans feel motivated to
perform better if they are competing with their peers [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ].
Selfmonitoring provides the means for participants to track their
progress and builds on self-understanding. This strategy was
selected as Health Interventions that combine self-monitoring
with other persuasive strategies (e.g. setting goals) have been
shown to be more effective than other types of interventions
[
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]. Participants’ pre-intention and post-intention to perform
random acts of kindness pertaining to the key categories were
also evaluated.
      </p>
      <p>Research Questions
The pilot study was designed to investigate the following 3
main research questions:
1. How do different persuasive message types affect
participant engagement?
2. How do different game challenge categories influence
participant engagement?</p>
    </sec>
    <sec id="sec-2">
      <title>3. What is the impact on behavioural intention?</title>
      <p>Participants
For the pilot study, we recruited a total of 10 unique
participants to take part in experiment (5 females and 5 males, age
ranges between 24 and 43 years old). Participants’
geographical territories of origin were Asia and Pacific (2 participants),
Europe (4 participants), Africa South of the Sahara (2
participants) and The Middle East and North Africa (2 participants).
Participants were postgraduate research students and
postdoctoral researchers, recruited from the Computing Science
Department at University of Aberdeen. Participants reported that
they generally played phone or computer games a few times
per year (5 participants), a few times per week (2 participants),
every day (2 participants) and almost never (1 participant).
Participants were not offered any monetary payment or reward
to take part in this pilot study. Table 1 shows demographics
and group division of participants.</p>
      <p>
        Participants took part anonymously and did not know there
were 2 groups or which of the groups they were assigned to.
However, given some participants shared offices and the public
nature of some of the tasks, participants may have become
aware of the identity of other participants. This may have had
some influence, which we tried to minimise by participants not
knowing they have been distributed into groups. Additionally,
some participants knowing the experiment leader, and hence
the source of the persuasive messages, could have had an
impact (see [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ] on the impact of the source of persuasive
messages). We ensured these participants were distributed
evenly over the groups.
Materials
We created 10 quests that were assigned to the participants
each morning. Table 2 shows the resulting quests for the
first day (Q1 to Q5) and the second day (Q6 to Q10). On
the first day we used group and individual goal-based
persuasive reminders ("If participants cumulatively reach the target
of at least 30 completed quests in total for today, everyone
will receive fruit and cake as a reward"; "If you reach the
target of at least 4 completed quests for today, you will
receive fruit and cake as a reward";). For the pilot study we
chose a tangible reward because it was the easiest to
operationalise, whilst meeting ethical constraints (e.g. ethics board
raised issues regarding social status rewards). Future work
will need to investigate both intangible rewards and different
types of tangible rewards. On the second day of the study we
used encouragement messages focused on social comparison
(e.g."This is the Top 5 leader board for yesterday! Very well
done, you are on the second place with 4 quests completed.
Let’s see if you can maintain your position in the top or even
improve it!") and self-monitoring ("Very well done, you have
completed 4 quests yesterday! Let’s see if you can keep up
or even improve your performance today!"). Additionally, we
provided designated poster areas, cards, coloured markers and
a submission box for participants to complete their quests.
(Q2) Ask someone how they are; (Q7)
Introduce yourself to someone you have not
talked to before;
(Q3) Leave a note about one thing you are
grateful for in your work; (Q8) Thank
someone or a group of people;
Being Helpful (Q4) Volunteer to help someone in your
department with a small task; (Q9) Take
someone on a short walk around the University;
Cheering Up (Q5) Leave a joke or a funny message;
Others (Q10) Make a small, nice drawing;
Procedure
Participants were told that the purpose of the pilot study is
to investigate what influences behavioural intention change
and engagement in a persuasive game that promotes random
acts of kindness. Consent forms and information sheets were
provided and participants were informed that taking part in the
study was voluntary and that they could withdraw at any time,
for any reason. All materials produced by the participants
were stored securely.
      </p>
      <p>
        Pre-Questionnaire
After the collection of demographic information, participants
were asked to describe their happiness level on a scale from 1
(not very happy) to 7 (very happy) at the time of completion.
The Subjective Happiness Scale [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] was used to measure
the global subjective wellbeing of the participants. We were
interested to learn about the participants’ pre-intentions for
performing random acts of kindness. We asked questions
about their intention for performing 8 different acts of kindness
reflecting the selected 5 key categories (as described in Table 3)
and used a semantic differential scale to measure their attitude
towards random acts of kindness. In the final section of the
pre-questionnaire we assessed participants’ level of gratitude,
using the VIA scale [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ], as well as level of altruism (sub-scale
of Agreeableness) and friendliness (sub-scale of Extraversion)
      </p>
      <sec id="sec-2-1">
        <title>Category</title>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Meaningful Interactions</title>
    </sec>
    <sec id="sec-4">
      <title>Expressing Gratitude</title>
    </sec>
    <sec id="sec-5">
      <title>Being helpful using the NEO-PI-R inventory [9]. Participants were then asked to fill in the TIPI scale [7] to determine their personality.</title>
      <p>Being Positive I will try to make a spontaneous nice
gesture for someone;</p>
      <sec id="sec-5-1">
        <title>Behaviour</title>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>I intend to have meaningful conversations with someone; I will try to listen to someone share their emotions and experiences;</title>
    </sec>
    <sec id="sec-7">
      <title>I plan to express my thanks to those who have been kind to me; I intend to reflect on things I am grateful for in my life;</title>
    </sec>
    <sec id="sec-8">
      <title>I intend to volunteer to help someone with a small task;</title>
    </sec>
    <sec id="sec-9">
      <title>Cheering up others</title>
    </sec>
    <sec id="sec-10">
      <title>I will try to cheer others up; I plan to encourage others;</title>
      <p>Day 1
An email notification was sent to participants, outlining the 5
daily quests for Day 1. A detailed description is provided in
Table 2 (Q1 to Q5). Materials required by participants were
made available in the indicated locations. Early afternoon, a
reminder was sent to the two groups. Participants in Group
A were told that there would be a fruit and cake reward if all
those who are taking part in the study cumulatively reach a
target of at least 30 quests completed in that day. Participants
in Group B were told that there would be a fruit and cake
reward if they individually reach a target of at least 4 quests
completed in that day. At the end of Day 1 participants filled
in a questionnaire describing their experiences. For each quest
participants were asked if they have completed it. If the answer
was "Yes", participants were asked further questions about the
quest, as detailed in Figure 1. If participants answered "No",
they were asked to explain why they have not completed those
quests.
Day 2
Participants were sent a new email notification in the morning,
containing the daily quests for Day 2. A detailed description
is provided in Table 2 (Q6 to Q10). An encouraging message
was included in the notification for each group. Participants in
Group A were shown a Top 5 Leaderboard displaying
participant codes and numbers of quests completed on the previous
day and encouraged to maintain their record or even improve it.
For Group B, the message informed participants of their own
performance only on the previous day and encouraged them
maintain or improve this during the course of Day 2. In the
evening, participants filled in the questionnaire which asked
them which of the tasks they have completed, what motivated
them to take part, which tasks they did not do and why.
Post-Questionnaire
In the post-questionnaire, participants were asked to describe
how the different reminders and encouragement messages
influenced them when completing the quests during the two
days. We reassessed the attitude towards performing random
acts of kindness using the same semantic differential scale as
in the pre-questionnaire. Finally, we measured participants’
post behavioural intention to perform the 8 acts of kindness
described in Table 3 in the upcoming 2 weeks.</p>
      <p>RESULTS
Having described our approach, we now present our findings.
The results are structured around the research questions we
investigated in the pilot.</p>
      <p>Q1: Influence of persuasive message types
A total of 75 challenges have been completed during the
pilot study. On Day 1 participants cumulatively completed 41
challenges (20 challenges were completed by Group A and
21 challenges by Group B). On Day 2 a total of 34 challenges
have been completed (both Group A and Group B completed
17 challenges). Table 4 summarizes the mean and standard
deviation in changes of participation levels for each group over
the two days of the pilot. For both groups there is a negative
mean change in participation over time potentially motivated
by time constraints and other commitments of participants.
Figure 2 shows the distribution of completed quests for Group
A and Group B based on different persuasive message types.
Based on qualitative responses, the persuasive messages
influenced both Group A and Group B to complete quests.
However, there is a larger cluster of participants from Group B
who individually complete more quests than in Group A: the
median number of quests completed in Group B is 4
compared to 3 in Group A. This suggests that individual goals and
self-monitoring may lead to increased levels of participation,
in comparison to group goals and social comparison.
However, this result does not reflect how participants perceived
the messages influenced them. Overall, participants in Group
A reported that the messages had a stronger impact on their
performance than those in Group B.</p>
      <p>On Day 1, participants in Group A reported that the persuasive
notification motivated them to attempt to complete a higher
number of quests. Two participants were encouraged by the
potential reward offered if the group goal was achieved (PA5:
"I wanted to complete more quests because I like cake"; PA4:
"I thought fruit and cake can be a good opportunity to share
ideas and feelings"). Participants also mentioned that the
notifications allowed them to maintain progress (PA2: "I was
reminded that there was a task I had not done that I could
complete"). One participant (PA1) said that the reward was not a
motivating factor as they "enjoy doing good things". Similarly,
the majority of participants in Group B (PB2, PB3, PB4)
reported that the persuasive message had very little influence on
them as they "were not expecting a reward for doing acts of
kindness".</p>
      <p>On Day 2, all participants in Group A said that the leader
board encouraged them to try and maintain or even improve
their performance (PA2: "It was motivating to see I had done
so well"; PA1: "I wanted to maintain my position in the top";
PA5: "I wanted to do better"). The social comparison strategy
influenced one participant who felt motivated to see that other
participants are also performing well (PA3: "I can see a lot of
good people around me. I am proud of it"). Most participants
in Group B reported that the self-monitoring strategy had very
little influence on them (PB5: "I would have tried to do my
best on the second day too"; PB1: "I was already motivated
to complete the quests"). One participant (PB3) said that the
notification "brought competitive spirit" to the experience.
Q2: Influence of game challenge categories
To evaluate each of the 5 key challenge categories we analysed
participants’ responses on how happy the challenges made
them feel and how enjoyable, motivating and meaningful they
found the quests to be. In general, participants said that the
quests made them feel happy, were enjoyable and meaningful.
However, the quests were considered to have a lower impact on
the participants’ motivation. Figure 3 shows how participants
engaged in different challenge categories and Figure 4 shows
how participants rated the quests in the 5 key categories.
Being Positive Quest Category
Participants indicated that quests from the "Being Positive"
category were the most efficient at providing a feeling of
happiness and meaningfulness. The quests in this category were
also perceived as enjoyable and motivating, more than most
of the other challenge categories. Participants mentioned that
they were motivated to complete this type of of challenge
mostly due to a pre-existing desire to acknowledge a colleague
or member of staff, based on personal experience (PB1: "I
wanted to tell a member of staff that they have improved a
student’s experience", PB5: "Staff is great and I have things
to thank them for", PA4: "I am being thankful for the
people in the department"). Respondents were also encouraged
by the fact that the quest was to be completed anonymously,
considering that this makes the process of recognizing a
colleague or member of staff for their merit easier (PB5: "I like
to acknowledge and thank staff for the help I get, and it’s even
better anonymously"; PB1: "This is a good way to give
someone praise without the anxiety of a response"). Participants
argued that one issue is that this challenge category requires a
certain amount of creative effort to complete (PA1: "I had to
think about what to write", PA2: "I intended to say something
motivational or inspiring but it was difficult at first"). On each
of the days, only 3 out of 10 participants did not complete the
challenge belonging to this category, with "time constrains"
being the reported cause.
Meaningful Interactions Quest Category
When asked to introduce themselves to someone new or to
ask someone how they were, participants indicated that their
engagement levels were mainly influenced by their perception
of the meaningfulness of the challenge. Overall, this
category of quests was considered the least effective at giving
participants a feeling of motivation. It is important to note,
however, that on Day 1, this challenge category has the highest
percentage of non-completion throughout the entire duration
of the experiment, with only half of participants completing
it. The main reason for this is that some participants felt it
was difficult to engage in conversation with strangers (PB5:
"Personally, I find it difficult to strike a conversation with new
people"). An interesting observation is made with participants
who although reluctant, completed the task (PA1: "Even if I
didn’t like introducing myself to a stranger at first, it wasn’t
that bad", PB4: "Randomly asking someone how they are
might seem strange, although it could turn into a
conversation starter"). The overall difficulties that some individuals
encounter when communicating with strangers may account
for lower perception of benefits that participants gain from this
type of quest.</p>
      <p>Expressing Gratitude Quest Category
Participant responses indicate that the Expressing Gratitude
category was very well received by most, based on existing
reasons to be grateful towards colleagues. These quests provide
the drive for participants to engage themselves in recognizing
the efforts of those around them and experience feelings of
genuine gratefulness (PA4: "I felt the gratefulness coming with
thanking people", PB1: "Feeling genuinely thankful towards
some people", PA3: "This may be the most enjoyable quest
from my perspective", PB5: "I love thanking people", PA2:
"It is one of the best way of appreciating other people."). This
type of challenge was also the most engaging, with only three
participants failing to complete the quest over the two days
period. Time constrains were listed as the main reason.
Participants rank this type of quest highly, with small variations
between how happy, enjoyable, motivating or meaningful the
experience was, as opposed to how other type of challenges
were perceived.</p>
      <p>Being Helpful Quest Category
When asked to provide assistance to someone, participants that
completed the quest reported very positively on how happy the
task made them feel and also how enjoyable, motivating and
meaningful it was. This type of challenge was received well
by participants, as they were motivated to complete it because
it offers the possibility of direct benefits for themselves (PB3:
"Helping the person, I gain knowledge", PB5: "I took a break
from writing my report"). However, the style of the quest poses
a significant effort, with some participants having difficulties
diverting time from work to complete the task or difficulties in
engaging with someone that requires assistance. This was the
main reason accounting for six non-completed quests, but was
also noted by those who completed it (PA2: "I did not speak
to anyone who might need help with something", PB2: "I was
busy working"). Considering how well this type of task was
perceived by participants, but also the extra effort required
to complete it, it is suggested that more complex tasks can
provide higher emotional rewards.</p>
      <p>Cheering Up Others Quest Category
The tasks of cheering up others either by leaving a joke or
drawing was perceived by participants as the least motivating
or meaningful of all the categories. However, participants
agree that this category of task was enjoyable and made them
feel happy. The task received good overall participation with
only five non-completions due to time constrains as the main
reason for not completing the quest. Participants considered
the challenges to be motivating, as it required them to do an
activity that they generally consider enjoyable (PB1: "I enjoy
jokes and puns", PA4: "It is very funny, and it may make
people smile as it made me"). Some participants noted that
this type of challenge can be seen as a strenuous creative task
(PA2: "It is difficult to think of something to draw", PA3: "A
little bit frustrating. It was hard to make a joke", PB5: "I
generally doodle stuff but it doesn’t feel like a meaningful
or motivating action"). This characteristic reflects in the low
motivation and meaningfulness mentioned by participants.
Q3: Impact on Behavioural intention
Overall, behavioural post-intention shows an increase from
the baseline pre-intention, suggesting that a persuasive
gamebased intervention can encourage people to perform more
random acts of kindness. A Paired Samples t test was used to
compare the behavioural pre-intention and post-intention. There
was a significant average difference between pre-intention
and post-intention scores (t(9) = 2.484, p &lt; 0.05). On
average, post-intention scores were 1.02 points higher than
preintention scores (95% CI [.091, 1.948]). Figure 5 shows means
of pre-intention and post-intention to perform acts of kindness
pertraining to the challenge categories.</p>
      <p>
        CONCLUSIONS AND FUTURE WORK
Our findings in this pilot study help us conclude that
different persuasive message types and different quest categories
influence the level of engagement in game challenges that
promote random acts of kindness. The results provide us with
an indication of how behavioural intention can be improved
by engaging with the persuasive game.
In general, employing individual targets and self-monitoring
as persuasive strategies had a higher practical impact on the
level of engagement than group targets and social comparison.
Overall, participants found all challenge categories enjoyable,
motivating and meaningful, but expressed a preference for
quests belonging to the "Being Positive" category.
A future study could build on the findings from the pilot
experiment and investigate the influence of persuasive message
types and challenge category in a virtually-delivered
persuasive game. A larger number of participants will be recruited
and the influence of other characteristics will be measured
as well (e.g. personality, wellbeing level). For example, it
has been found that adapting messages to personality may
impact persuasiveness [
        <xref ref-type="bibr" rid="ref24 ref25">24, 25</xref>
        ], and we have done some initial
qualitative research on how to adapt challenge complexity to
personality, stress level and attitude [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Further investigation
is needed on how behavioural intention is changed and the
influence of the persuasive game-based intervention on actual
participant behaviour. Additionally, we will investigate other
persuasive message types, building for example on the work
by Vargheese et al [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ].
      </p>
      <p>ACKNOWLEDGMENTS
The authors would like to acknowledge and thank all the
volunteers who participated in this pilot study and provided helpful
comments. The first author is funded by an EPSRC doctoral
training grant.</p>
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