The workshop will be organized as a mini-track with several sessions around the workshop topics (see above) and an interactive hands-on design experience. In this design session, participants will jointly create low-fidelity prototypes and concepts for personalized serious and persuasive games and gamified systems.
The schedule is planned as following:
- 9.00–9.15 Welcome and Introduction
Participants and workshop organizers will shortly introduce themselves. Workshop organizers present the agenda for the day.
- 9.15–9.30 Keynote about Personalized Games by Lennart Nacke
A keynote about personalized games Lennart Nacke will kick-off the workshop.
- 9.30–10.45 Paper Session & Panel I: Methods and influencing factors
This session will cover very short presentations (max. 8 minutes per contribution) of the submissions, which are clustered thematically. Afterwards, the presentations will be discussed in a panel, with the authors of the papers being the panelists.
- Paper 1: Exploring Personalization Factors of Exergames to Support Visual-Motor Coordination of Children with Autism (Karina Caro, Ana I. Martinez-Garcia, Monica Tentori)
- Paper 2: Toward Understanding Why Players Value In-Game Collections (Zachary O. Toups, Gustavo Tondello, Rina Wehbe, Lennart Nacke, Nicole Crenshaw)
- Paper 3: Beyond personalization: the influences of culture in advergaming design (Vanissa Wanick)
- Paper 4: Analytic Evaluation of DEG-7-11 (Kornchulee Khanana, Effie Lai-Chong Law)
- Paper 5: The HEXAD Gamification User Types Questionnaire: Background and Development Process (Lisa Diamond, Gustavo F. Tondello, Andrzej Marczewski, Lennart Nacke, Manfred Tscheligi)
- 10.45–11.15 Coffee Break
- 11.15–12.45 Tutorial Session
In an interactive tutorial session, the workshop organizers will present tools and strategies to personalize serious games and gamified interactions (e.g. player type models and questionnaires).
- 12.45-14.00 Lunch
- 14.00-15.30 Paper Session & Panel II: Applications
- Paper 6: The inclusion or exclusion of teaching staff in a gamified system: an example of the need to personalize (Rob von Roy, Bieke Zaman)
- Paper 7: Towards a Personalized Playful Digital Wellness Assistant (Gustavo Tondello, Rina Wehbe, Lennart Nacke)
- Paper 8: Persuasive Technologies for Increasing Adherence to Physical Therapy (Jonas Geuens, Vero Vanden Abeele, Luc Geurts)
- Paper 9: Personalized Persuasive Game Design for Youth Addiction Care (Marierose M.M. van Dooren, Valentijn T. Visch, Richard H.M. Goossens, Renske Spijkerman, Vincent M. Hendriks)
- Paper 10: Virtual Coaches for Mission-Based Gamified Smart Communities (Luca Piras, Guiseppe Valetto, Annapaola Marconi, Marco Pistore)
- 15.30–16.00 Coffee Break
- 16.00–17.30 Hands-on design experience
To apply and to reflect the input from the morning and afternoon sessions, participants will form teams of 2–3 people and design low-fidelity prototypes (e.g. storyboards, click-dummies) with personalized game and gamification mechanics based on pre-defined user profiles/characteristics (which will be prepared by the organizers).
- 17.30–18.00 Discussion of design experience, future roadmap, wrap-up
The workshop will close with a short discussion of the design experience and a planning of future events (e.g. journal special issue, follow-up workshop).
- 20.00 Joint Workshop Dinner