@inproceedings{5de940fb02cd46029131c56611229a1f,
title = "Inferring a player{\textquoteright}s need for cognition from hints",
abstract = "Player behavior during game play can be used to construct player models that help adapt the game and make it more fun for the player involved. Similarly in-game behavior could help model personality traits that describe people's attitudes in a fashion that can be stable over time and over different domains, e.g., to support health coaching, or other behavior change approaches. This paper demonstrates the feasibility of this approach by relating Need for Cognition (NfC) a personality trait that can predict the effectiveness of different persuasion strategies upon users to a commonly used game mechanic - hints. An experiment with N=188 participants confirmed our hypothesis that NfC has a negative correlation with the number of hints players follow during the game. Future work should confirm if adherence to hints can be used as a predictor of behavior in different games, and to find other game mechanics than hints, that help predict user traits.",
keywords = "Game design, Games with a purpose, Need for cognition, Player modeling, Player profiling",
author = "{Pereira Santos}, CA and JV Khan and P. Markopoulos",
year = "2016",
month = mar,
day = "8",
doi = "10.1145/2856767.2856805",
language = "English",
isbn = "9781450341370",
series = "International Conference on Intelligent User Interfaces, Proceedings IUI",
publisher = "ACM",
pages = "76--79",
booktitle = "IUI 2016 Companion - Proceedings of the 21st International Conference on Intelligent User Interfaces",
note = "ACM IUI 2016 ; Conference date: 07-03-2016 Through 10-03-2016",
}