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Abstract(s)
A presente dissertação aborda a conceção de dois minijogos sérios para adquirir, de forma
implícita, os traços de personalidade de ambição e cautela dos utilizadores. O trabalho surge
como resposta à necessidade de métodos alternativos aos questionários de personalidade
convencionais, frequentemente percebidos como processos entediantes e morosos. Estes
minijogos, desenvolvidos com a ferramenta Unity, pretendem ser integrados num sistema de
recomendação de turismo, fornecendo uma abordagem inovadora e dinâmica na captação da
personalidade do utilizador para a recomendação de atrações turísticas.
O primeiro jogo, Which Way, focado no traço de cautela, foi submetido a um processo de
refinamento e correção de erros, enquanto o segundo jogo, Time Travel destinado a avaliar a
ambição, foi desenvolvido e testado integralmente durante o projeto. Ambos os jogos são do
género plataforma e são protagonizados pelo personagem Berry, cujas aventuras foram
cuidadosamente desenhadas para tentar refletir e avaliar os traços de personalidade em foco.
A realização de experiências com participantes reais, demonstrou correlações significativas
entre a forma como os participantes interagiam com os minijogos e os traços de raiva,
amigabilidade, aventura, alegria e procura por entusiasmo. Contudo, não foi identificada uma
correlação direta entre as métricas de jogo analisadas e o traço de ambição dos participantes,
indicando a necessidade de futuras investigações e ajustes nos jogos, para melhor captar este
traço específico de personalidade.
The dissertation "Using Serious Games to Predict the Users' Personality in Recommender Systems" addresses the design of two serious mini games aimed at implicitly acquiring users' achievement-striving and caution personality traits. This work emerges as a response to the need for alternative methods to conventional personality questionnaires, often perceived as tedious and time-consuming processes. These mini games, developed using the Unity tool, are intended to be integrated into a tourism recommendation system, providing an innovative and dynamic approach to capturing user personality. The development process was guided by the Scrum methodology, with tasks organized into bi weekly sprints. The first game, focused on the caution trait, underwent a process of refinement and bug fixing, while the second game, designed to assess achievement-striving, was fully developed during the project. Both games are of the platform genre and are led by the character Berry, whose adventures were meticulously crafted to reflect and evaluate the targeted personality traits. The validation of the mini game through simulations showed significant correlations between the way participants engaged with the achievement-striving game and traits of anger, friendliness, adventure, joy, and thrill-seeking. However, no direct correlation was identified between the analysed game metrics and participants' achievement-striving trait, indicating the need for future investigations and adjustments to the games to better capture this specific personality trait.
The dissertation "Using Serious Games to Predict the Users' Personality in Recommender Systems" addresses the design of two serious mini games aimed at implicitly acquiring users' achievement-striving and caution personality traits. This work emerges as a response to the need for alternative methods to conventional personality questionnaires, often perceived as tedious and time-consuming processes. These mini games, developed using the Unity tool, are intended to be integrated into a tourism recommendation system, providing an innovative and dynamic approach to capturing user personality. The development process was guided by the Scrum methodology, with tasks organized into bi weekly sprints. The first game, focused on the caution trait, underwent a process of refinement and bug fixing, while the second game, designed to assess achievement-striving, was fully developed during the project. Both games are of the platform genre and are led by the character Berry, whose adventures were meticulously crafted to reflect and evaluate the targeted personality traits. The validation of the mini game through simulations showed significant correlations between the way participants engaged with the achievement-striving game and traits of anger, friendliness, adventure, joy, and thrill-seeking. However, no direct correlation was identified between the analysed game metrics and participants' achievement-striving trait, indicating the need for future investigations and adjustments to the games to better capture this specific personality trait.
Description
Keywords
mini-games gamification serious games personality achievement-striving caution