Personalizing gamified stress management application: the impact of gamification user types on persuasive strategies
摘要
Gamified stress management applications often employ one-size-fits-all designs that overlook individual motivational differences, limiting their potential effectiveness. This study addresses this gap through a comprehensive three-stage investigation. First, we built on previous research that systematically reviewed stress management mobile interventions from 2003 to 2024, identifying the top ten evidence-based persuasive strategies. Second, we developed prototypes that embed these strategies within a gamified mobile application, iteratively refining them based on expert evaluations. Third, we evaluated the prototypes through a large-scale online study (n = 517), assessing perceived persuasiveness and examining the influence of HEXAD gamification user types on the effectiveness of ten persuasive strategies. Our findings revealed that while all ten strategies were effective, goal setting emerged as the most persuasive, followed by self-monitoring and rewards. Notably, preferences for specific strategies varied across gamification user types. For instance, goal setting demonstrated broad appeal but was not effective for Free Spirits, whereas suggestion showed differing effectiveness for Disruptors and Socializers compared to other user types. Our research contributes to the field of gamification and human–computer interaction by providing (1) empirical evidence of how HEXAD gamification user types predict persuasive strategy effectiveness in stress management apps, (2) identification and evaluation of the ten most prevalent persuasive strategies with universal and user-specific effectiveness patterns, and (3) actionable design guidelines for both broad implementation and HEXAD-tailored personalization. This work bridges the research in gamification, human–computer interaction, and mental health by providing theoretical insights and practical tools for moving beyond generic designs towards truly user-centred, persuasive systems in gamified mental health interventions.