!"#$%&'()*+,*'#-"*"./0'1)2)3'*)%&4/5/67#8"+/6*7.+/%&/ !"#$%&'()*+/9#')*$/'&./:%*)8'*)%&'(/522%#.'&3"$/ Yuan Jia1, Bin Xu2, Yamini Karanam1, Stephen Voida3 1School of Informatics and Computing 2Information Science 3Dept. of Information Science Indiana University–Indianapolis (IUPUI) Cornell University University of Colorado Boulder Indianapolis, IN 46202 USA Ithaca, NY 14853 USA Boulder, CO 80309 USA {jiayuan,ykaranam}@iupui.edu [email protected] [email protected]
5;69<5=9/ education, commerce, health, intra-organizational systems, While motivational affordances are widely used to enhance innovation, data gathering, and sustainable consumption [3, user engagement in “gamified” apps, they are often 5, 22, 47]. employed en masse. Prior research offers little guidance about how individuals with different dispositions may Gamification employs the use of interface affordances to react—positively and negatively—to specific affordances. In motivate users to engage in the systems with “gameful” this paper, we present a survey study investigating the experiences [9, 11]. These specific affordances are often relationships among individuals’ personality traits and referred to as motivational affordances. The most common perceived preferences for various motivational affordances motivational affordances used in gamification are Points, used in gamification. Our results show that extraverts tend to Badges, and Leaderboards [1, 5, 38]. Other affordances be motivated by Points, Levels, and Leaderboards; people found in academic studies and commercial applications with high levels of imagination/openness are less likely to be include Levels, Challenges, Rewards, Feedback, Clear motivated by Avatars. Negative correlations were found Goals, Avatar/Theme, and Progress [49, 51]. between emotional stability (the inverse of neuroticism) and While gamification has been shown to provide a number of several motivational affordances, indicating a possible generally positive outcomes, studies have also pointed out limitation of gamification as an approach for a large segment negative consequences, such as increased effects of of the population. Our findings contribute to the HCI competition. Some researchers have found that different community, and in particular to designers of persuasive and individuals are impacted by gamification differently, gamified apps, by providing design suggestions for targeting suggesting the effects of personality differences in specific audiences based on personality. responding to gamification [21, 22]. In a study applying gamification to an educational context, Codish & Ravid 57*>%#/?"+@%#.$/ Gamification; motivational affordances; personality; user found significant differences between extraverts and interface design. introverts in how students perceive different motivational affordances in their courses; for example, extraverts reported 5=:/=('$$)2)3'*)%&/?"+@%#.$/ a lack of playfulness in Leaderboards [5]. H.5.m. Information interfaces and presentation (e.g., HCI): Miscellaneous. While some users find some affordances to be motivating, others may find that they detract from the experience— AB9