1. This article investigates the impact of application domain on the effectiveness of behaviour change strategies in persuasive gamified systems.
2. The study uses five persuasive strategies (competition, cooperation, reward, personalization, and normative influence) to motivate behaviour change across two distinct domains: healthy eating and smoking cessation.
3. Results show that there are significant differences in the effectiveness of various persuasive strategies across domains and that people’s personalities play a significant role in the perceived persuasiveness of different strategies both within and across distinct domains.
The article “Personality-targeted persuasive gamified systems: exploring the impact of application domain on the effectiveness of behaviour change strategies” is a well-researched piece that provides an interesting insight into how application domain affects the effectiveness of behaviour change strategies in persuasive gamified systems. The authors have conducted a large-scale study with 568 participants to investigate how people of different personalities respond to five commonly used persuasive strategies across two distinct domains: healthy eating and smoking cessation.
The article is generally reliable and trustworthy as it is based on existing research frameworks such as Persuasive Systems Design (PSD) model (Oinas-Kukkonen and Harjumaa 2009), which has been widely employed in persuasive gamified systems design. Furthermore, the authors have provided detailed descriptions of their methodology, results, and discussion which makes it easier for readers to understand their findings.
However, there are some potential biases that should be noted when reading this article. Firstly, although the authors have discussed prior research works related to their topic, they have not explored any counterarguments or alternative perspectives which could provide a more balanced view on their findings. Secondly, while they have discussed various user characteristics such as age groups, gender groups, gamer types etc., they have not discussed other factors such as socio-economic status or cultural background which could also affect users’ responses to persuasive strategies. Finally, while they have provided insights into why certain strategies may appeal to people with certain personalities traits based on comments from participants exhibiting high levels of different personality factors explored; these insights may be limited due to small sample size used for this part of their study (only 20 participants).
In conclusion, this article provides an interesting insight into how application domain affects the effectiveness of behaviour change strategies in persuasive gamified systems; however potential biases should be noted when reading this article due to lack of exploration