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  <front>
    <journal-meta>
      <issn pub-type="ppub">1613-0073</issn>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Strategies in a Behaviour Change Game for Healthy Eating</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Chinenye Ndulue</string-name>
          <email>cndulue@dal.ca</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Rita Orji</string-name>
          <email>rita.orji@dal.ca</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Workshop</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Faculty of Computer Science, Dalhousie University</institution>
          ,
          <addr-line>Halifax</addr-line>
          ,
          <country country="CA">Canada</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Persuasive Technology</institution>
        </aff>
      </contrib-group>
      <abstract>
        <p>Persuasive games for health have become increasingly relevant in promoting positive behaviours in various health domains, such as healthy eating. An important aspect of designing persuasive games is understanding how persuasive strategies within such games may vary across user characteristics such as gender. In a study of 124 participants, we investigated the gender preferences for four persuasive strategies (reward, competition, praise, and suggestion) in a persuasive game for healthy eating. The results showed that all the persuasive strategies were perceived as significantly effective across genders, highlighting their potential to influence healthy eating behaviours across both genders. However, there was only one notable gender-based difference, with the praise strategy being significantly more preferred by females than males. We conclude by discussing some considerations for the design of persuasive games tailored for male and female audiences. Gender, persuasive games, behaviour change, persuasive strategies, serious games.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>persuasive game?
persuasive strategies across genders?</p>
      <p>Research has consistently demonstrated the efficacy of persuasive games in driving behaviour
change in diverse domains, such as environmental sustainability [1], personal wellness, disease
management [2], physical activity[3], healthy eating [4], and substance abuse [5]. This has led to a
growing investment in designing games to address challenges across these diverse domains.</p>
      <p>However, acknowledging the inherent diversity among individuals, it becomes imperative to tailor
these persuasive games to accommodate different user characteristics. Gender, being one such
characteristic, has been identified through research as influencing user reactions to stimuli. Therefore,
understanding how persuasive strategies resonate with different genders of players is important for the
effective design and implementation of persuasive games. This would help persuasive game designers
to either properly tailor their designs based on gender-specific preferences or develop designs that can
be broadly applied across genders, especially when creating games to promote healthy eating.</p>
      <p>To understand these gender-specific preferences in the domain of healthy eating, we explored how
various genders respond to four distinct persuasive strategies—reward, competition, praise, and
suggestion in a persuasive game for promoting healthy eating. In a study of 124 participants, we
explored the following research questions:</p>
      <p>R1: For each gender, how effective are the persuasive strategies implemented in a healthy eating
R2: Comparatively, are there any significant differences in the perceived effectiveness of the</p>
      <p>2020 Copyright for this paper by its authors.
CEUR</p>
      <p>ceur-ws.org</p>
    </sec>
    <sec id="sec-2">
      <title>2. Literature Review</title>
      <p>Previous research have shown varying insights on the impact of gender on the effectiveness of
persuasive strategies. Ndulue et al. [6] investigated the effectiveness of persuasive strategies in a
COVID-19 awareness persuasive game tailored for the African audience. They found no significant
differences in the effectiveness of all the strategies implemented across the genders. Alternatively,
Oyibo [7] investigated the influence of age and gender on persuasive technology, discovering that males
were more influenced by reward and competition strategies compared to females. In a related study,
Orji et al. [8] investigated gender differences in responses to persuasive attempts, utilizing Cialdini’s
persuasion strategies, and found that females were generally more responsive to most of these strategies
than males.</p>
      <p>Building on previous research, our research explores gender preferences for persuasive strategies in
the context of a persuasive game designed to promote healthy eating. By narrowing our focus to this
domain, we contribute to the evolving understanding of how gender may shape the reception and impact
of persuasive elements, particularly within the domain of health-focused gaming interventions.</p>
    </sec>
    <sec id="sec-3">
      <title>3. Method 3.1.</title>
    </sec>
    <sec id="sec-4">
      <title>Game Design</title>
      <p>In this section, we provide an overview of the game design, study design, measurement instruments,
participant demographics, and data analysis methodology.</p>
      <p>Our game is an adaptation of the popular Pac-man game concept, tailored to promote healthy eating.
A maze is filled with both healthy food items like fruits and vegetables and unhealthy food items like
candies and junk food, all in constant motion around the maze. Players must control the Pac-man to
consume all the healthy items while simultaneously avoiding the unhealthy ones, within a specified
time limit. They gain points for every healthy food item consumed. However, if Pac-Man encounters
an unhealthy food item, points are deducted, and player's life is lost. The game creates a dynamic and
challenging gameplay experience where players must make quick decisions to balance collecting points
through healthy food consumption and avoiding penalties by steering clear of unhealthy foods. This
actively encourages players to prioritize healthy choices, fostering a balanced and health-conscious
gameplay approach. Figure 1 shows a screenshot of the gameplay.
3.2.</p>
    </sec>
    <sec id="sec-5">
      <title>Study Design</title>
      <p>
        In this study, our main objective was to investigate possible gender-specific differences in the
effectiveness of persuasive strategies in a persuasive game for healthy eating. To achieve this, we
implemented four persuasive system design (PSD) model strategies: Reward, Competition, Praise, and
Suggestion [
        <xref ref-type="bibr" rid="ref6">10</xref>
        ] in a persuasive game for promoting healthy eating. Figure 2 shows screenshots of the
persuasive strategy implementations while Table 1 shows a description of all the persuasive strategies
and their implementations.
      </p>
      <p>Implementation
Badges and points for completing in-game achievements. (Figure 2A).</p>
      <p>A leaderboard of points earned in-game. Players are ranked according to the points
accumulated while playing the game (Figure 2B).</p>
      <p>Image and textual positive feedback for completing in-game achievements (Figure 2C).</p>
      <p>Random pop-up tips about healthy eating or unhealthy eating practices. (Figure 2D).</p>
      <p>To evaluate the effectiveness of the persuasive strategies implemented in the game, we recruited 124
participants, who installed the game and played it daily for at least 15 minutes over three days. After
the gameplay period, participants provided feedback on the perceived effectiveness of the persuasive
strategies.</p>
      <p>
        Table 2 shows the demographic distribution of the participants. To achieve this, we utilized a scale
adapted from Thomas et al. [9] and Drodz et al. [
        <xref ref-type="bibr" rid="ref6">10</xref>
        ]. This scale, a well-established measure for
evaluating the perceived persuasiveness of system features, has been employed in various persuasive
technology-related research studies [11][12][2]. To mitigate potential bias resulting from question
order, we developed four survey versions, each containing the same questions but arranged in a
randomized sequence. We measured these questions on a 7-point Likert scale ranging from “1 =
Strongly disagree” to “7 = Strongly agree” for each strategy. The scale consisted of the following
questions:
i. “This feature would influence me to eat healthily.”
ii. “This feature would convince me to eat healthily.”
iii. “This feature would be personally relevant to me.”
iv. “This feature would make me reconsider my eating habits.”
v. “The feature would make or motivate me to use the game.”
      </p>
      <p>A. Rewards Strategy</p>
      <p>B. Competition Strategy
C: Praise Strategy</p>
      <p>D: Suggestion Strategy
Figure 2 - Some screenshots of each strategy implemented in the game.
To accomplish our research objectives, we carried out the following analysis:
i. We checked the reliability of the responses collected with the scale using Cronbach’s alpha.</p>
      <p>The reliability analysis showed that all the scales were internally consistent, with a
combined Cronbach’s alpha value of 0.72 which is an acceptable level of reliability [13].
ii. We conducted a one-sample t-test on the mean ratings of each persuasive strategy to verify
their perceived effectiveness for each gender.
iii. We conducted an independent samples t-test on the mean ratings of each persuasive strategy
with gender as the grouping factor to identify the difference between the two genders.</p>
    </sec>
    <sec id="sec-6">
      <title>4. Results</title>
      <p>In this section, we present the results of the data analysis according to our research questions.
In addressing R1 (For each gender, how effective are the persuasive strategies implemented in a healthy
eating persuasive game?), we conducted one-sample t-tests on the mean scores of user ratings for the
persuasive strategies. These tests were conducted with a reference to the neutral rating of 4 on a 7-point
persuasiveness scale. The results showed that all persuasive strategies were perceived as significantly
effective for both genders, with competition (t(92)= 6.04, p&lt;.001) and reward (t(30)= 6.04, p&lt;.001)
showing the highest perceived effectiveness for males while competition was the highest for females
(t(30)= 6.10, p&lt;.001). Table 3 and Figure 3 show the results for all persuasive strategies in each gender.</p>
      <p>Furthermore, to address R2 (Comparatively, are there any significant differences in the perceived
effectiveness of the persuasive strategies across genders?), we carried out an independent samples t-test
on the mean scores of user ratings for the persuasive strategies with gender as the grouping variable.
Our finding indicated that the reward strategy showed no significant differences in effectiveness across
genders (t(122) = .012, p = .990). Similarly, the competition strategy showed no significant difference
in the effectiveness across genders (t(122) = .077, p = .939). Additionally, the suggestion strategy also
exhibited no significant difference between the genders (t(122) = -.172, p = .864). This result implies
that the perceived effectiveness of reward, competition, and suggestion strategies is consistent across
genders.</p>
      <p>On the other hand, the praise strategy showed a significant difference in perceived effectiveness
across genders (t(122) = -2.67, p = .009). Upon comparing the mean scores for praise between genders,
we found that the praise strategy was perceived as significantly more effective for females (M=5.948,
SD=.5932) than for males (M=5.486, SD=.9019).</p>
    </sec>
    <sec id="sec-7">
      <title>5. Discussion</title>
      <p>In this section, we briefly discuss some implications of the result. While our results revealed the
effectiveness of the praise strategy for all genders, a notable gender-based difference emerged, with
females expressing a significantly stronger preference for this strategy than males. This preference for
the praise strategy aligns with existing research indicating gender differences in communication styles,
where females tend to value elaborate communication [14], emphasizing emotional expression and
positive reinforcement. Praises, as a form of positive affirmation, resonate with individuals valuing
emotional connections, eliciting strong positive emotions and fostering a sense of connection between
players and the persuasive game. Given females' tendency to prioritize emotional experiences [15],
persuasive game designers are encouraged to incorporate praise phrases with emotionally resonant
words in persuasive games targeted at females.</p>
      <p>However, it's crucial to note that our study found no significant gender differences in the preferences
for the reward, competition, and suggestion strategies. This contrasts with previous work by Oyibo et
al. [7], which observed gender-based distinctions in the reward and competition strategy preferences.
However, it's important to note that their study did not centre around persuasive games and was not
directed at any specific domain. In contrast, our research focused on persuasive games specific to the
domain of healthy eating, emphasizing the importance of tailoring persuasive game elements to factors
such as users, domains, and technology. This is important as the effectiveness of these elements may
vary or may be the same across these diverse dimensions, emphasizing the need for design approaches
for diverse audiences.</p>
    </sec>
    <sec id="sec-8">
      <title>6. Conclusion</title>
      <p>In conclusion, this study in the domain of persuasive health for healthy eating revealed some
significant insights into gender-specific preferences for persuasive strategies. The stronger preference
for the praise strategy among females further emphasizes the importance of tailoring persuasive game
design to resonate effectively with diverse audiences. As the field of persuasive games continues to
evolve, these findings underscore the necessity of considering gender-specific preferences in the
development of interventions, promoting not only healthier lifestyles but also a more inclusive and
personalized approach to health-oriented gaming experiences. The implications discussed provide
valuable considerations for future research and the ongoing refinement of persuasive games that aspire
to inspire positive behaviour changes across genders.</p>
    </sec>
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</article>