Skip to main content

Personality in Personalisation: A User Study with an Interactive Narrative, a Personality Test and a Personalised Short Story

  • Conference paper
  • First Online:
Design, Learning, and Innovation (DLI 2021)

Abstract

We present a user study developed to explore the use of psychological frameworks for the personalisation of narratives. Further, we explore using interactive narratives to understand the user’s personality and narrative preferences. The study consists of three sections: an interactive narrative, a personality test, and a personalised short story. Whilst it would appear that at least this interactive narrative could not be used as a personality test per se, it was able to capture some traits. The personalisation appeared to work well, especially regarding relating with the protagonist. It was also found that extraverted people appear to prefer reading narratives with less formal language, and introverts prefer narratives with more formal language .

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 64.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 84.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Notes

  1. 1.

    Available at https://cci.arts.ac.uk/~wnybom/zombies.

References

  1. Appel, M.: Manche mögen’s heiß. Diagnostica 54(1), 2–15 (2008)

    Article  Google Scholar 

  2. Appel, M., Gnambs, T., Maio, G.R.: A short measure of the need for affect. J. Pers. Assess. 94(4), 418–426 (2012)

    Article  Google Scholar 

  3. Back, M.D., Schmukle, S.C., Egloff, B.: How extraverted is honey. bunny77@ hotmail.de? Inferring personality from e-mail addresses. J. Res. Pers. 42(4), 1116–1122 (2008)

    Google Scholar 

  4. Back, M.D., et al.: Facebook profiles reflect actual personality, not self-idealization. Psychol. Sci. 21(3), 372–374 (2010)

    Article  Google Scholar 

  5. Barber, H., Kudenko, D.: A user model for the generation of dilemma-based interactive narratives. In: Workshop on Optimizing Player Satisfaction at AIIDE, vol. 7 (2007)

    Google Scholar 

  6. Bartsch, A., Appel, M., Storch, D.: Predicting emotions and meta-emotions at the movies: the role of the need for affect in audiences’ experience of horror and drama. Commun. Res. 37(2), 167–190 (2010)

    Article  Google Scholar 

  7. Bross, I.: How to use Ridit analysis. Biometrics Mag. 14, 18–38 (1958)

    Google Scholar 

  8. Cardona-Rivera, R.E.: A model of interactive narrative affordances. Ph.D. thesis, North Carolina State University (2019)

    Google Scholar 

  9. De Wied, M., Zillmann, D., Ordman, V.: The role of empathic distress in the enjoyment of cinematic tragedy. Poetics 23(1–2), 91–106 (1995)

    Article  Google Scholar 

  10. Denden, M., Tlili, A., Essalmi, F., Jemni, M.: Educational gamification based on personality. In: 2017 IEEE/ACS 14th International Conference on Computer Systems and Applications (AICCSA), pp. 1399–1405. IEEE (2017)

    Google Scholar 

  11. El-Nasr, M.S.: Interaction, narrative, and drama: creating an adaptive interactive narrative using performance arts theories. Interact. Stud. 8(2), 209–240 (2007)

    Article  Google Scholar 

  12. Elson, D.K., McKeown, K.R.: A tool for deep semantic encoding of narrative texts. In: Proceedings of the ACL-IJCNLP 2009 Software Demonstrations, pp. 9–12 (2009)

    Google Scholar 

  13. Gladis, S.D.: WriteType: Personality types and writing styles. Human Resource Development (1993)

    Google Scholar 

  14. Gunter, B.: Dimensions of television violence. New York: St (1985)

    Google Scholar 

  15. Holmgård, C., Togelius, J., Henriksen, L.: Computational intelligence and cognitive performance assessment games. In: 2016 IEEE Conference on Computational Intelligence and Games (CIG), pp. 1–8. IEEE (2016)

    Google Scholar 

  16. John, O.P., Donahue, E.M., Kentle, R.L.: Big five inventory. J. Pers. Soc. Psychol. (1991)

    Google Scholar 

  17. Koren, Y., Bell, R.: Advances in Collaborative Filtering. In: Ricci, F., Rokach, L., Shapira, B. (eds.) Recommender Systems Handbook, pp. 77–118. Springer, Boston, MA (2015). https://doi.org/10.1007/978-1-4899-7637-6_3

    Chapter  Google Scholar 

  18. de Lima, E.S., Feijó, B., Furtado, A.L.: Player behavior and personality modeling for interactive storytelling in games. Entertainment Comput. 28, 32–48 (2018)

    Article  Google Scholar 

  19. Lukin, S.M., Reed, L.I., Walker, M.A.: Generating sentence planning variations for story telling. arXiv preprint arXiv:1708.08580 (2017)

  20. Lukin, S.M., Walker, M.A.: Narrative variations in a virtual storyteller. In: Brinkman, W.-P., Broekens, J., Heylen, D. (eds.) IVA 2015. LNCS (LNAI), vol. 9238, pp. 320–331. Springer, Cham (2015). https://doi.org/10.1007/978-3-319-21996-7_34

    Chapter  Google Scholar 

  21. Maio, G.R., Esses, V.M.: The need for affect: individual differences in the motivation to approach or avoid emotions. J. Pers. 69(4), 583–614 (2001)

    Article  Google Scholar 

  22. Mairesse, F., Walker, M.A.: Towards personality-based user adaptation: psychologically informed stylistic language generation. User Model. User Adap. Inter. 20(3), 227–278 (2010)

    Article  Google Scholar 

  23. Mairesse, F., Walker, M.A., Mehl, M.R., Moore, R.K.: Using linguistic cues for the automatic recognition of personality in conversation and text. J. Artif. Intell. Res. 30, 457–500 (2007)

    Article  Google Scholar 

  24. Nagle, A., Wolf, P., Riener, R.: Towards a system of customized video game mechanics based on player personality: relating the big five personality traits with difficulty adaptation in a first-person shooter game. Entertainment Comput. 13, 10–24 (2016)

    Article  Google Scholar 

  25. Onori, M., Micarelli, A., Sansonetti, G.: A comparative analysis of personality-based music recommender systems. In: Empire@ RecSys, pp. 55–59 (2016)

    Google Scholar 

  26. Rammstedt, B., John, O.P.: Measuring personality in one minute or less: a 10-item short version of the big five inventory in English and German. J. Res. Pers. 41(1), 203–212 (2007)

    Article  Google Scholar 

  27. Rawlings, D., Ciancarelli, V.: Music preference and the five-factor model of the neo personality inventory. Psychol. Music 25(2), 120–132 (1997)

    Article  Google Scholar 

  28. Rentfrow, P.J., Goldberg, L.R., Zilca, R.: Listening, watching, and reading: the structure and correlates of entertainment preferences. J. Pers. 79(2), 223–258 (2011)

    Article  Google Scholar 

  29. Rishes, E., Lukin, S.M., Elson, D.K., Walker, M.A.: Generating different story tellings from semantic representations of narrative. In: Koenitz, H., Sezen, T.I., Ferri, G., Haahr, M., Sezen, D., C̨atak, G. (eds.) ICIDS 2013. LNCS, vol. 8230, pp. 192–204. Springer, Cham (2013). https://doi.org/10.1007/978-3-319-02756-2_24

    Chapter  Google Scholar 

  30. Ritschel, H., Baur, T., André, E.: Adapting a robot’s linguistic style based on socially-aware reinforcement learning. In: 2017 26th IEEE International Symposium on Robot and Human Interactive Communication (RO-MAN), pp. 378–384. IEEE (2017)

    Google Scholar 

  31. Sharma, M., Ontañón, S., Mehta, M., Ram, A.: Drama management and player modeling for interactive fiction games. Comput. Intell. 26(2), 183–211 (2010)

    Article  MathSciNet  Google Scholar 

  32. Tanenbaum, J., Tomizu, A.: Narrative meaning creation in interactive storytelling. Int. J. Comput. Sci. 2(1), 3–20 (2008)

    Google Scholar 

  33. Tekofsky, S., Van Den Herik, J., Spronck, P., Plaat, A.: Psyops: personality assessment through gaming behavior. In: Proceedings of the International Conference on the Foundations of Digital Games. Citeseer (2013)

    Google Scholar 

  34. Teng, C.I.: Online game player personality and real-life need fulfillment. Int. J. Cyber Soc. Educ. 2(2), 39–50 (2009)

    MathSciNet  Google Scholar 

  35. Thue, D., Bulitko, V., Spetch, M., Wasylishen, E.: Interactive storytelling: a player modelling approach. In: AIIDE, pp. 43–48 (2007)

    Google Scholar 

  36. Tkalcic, M., Kunaver, M., Košir, A., Tasic, J.: Addressing the new user problem with a personality based user similarity measure. In: First International Workshop on Decision Making and Recommendation Acceptance Issues in Recommender Systems (DEMRA 2011), vol. 106 (2011)

    Google Scholar 

  37. Van Lankveld, G., Spronck, P., Van den Herik, J., Arntz, A.: Games as personality profiling tools. In: 2011 IEEE Conference on Computational Intelligence and Games (CIG 2011), pp. 197–202. IEEE (2011)

    Google Scholar 

  38. VandenBerghe, J.: The 5 domains of play: applying psychology’s big 5 motivation domains to games. In: Game Developers Conference, GDC Vault (2012)

    Google Scholar 

  39. Vazire, S., Gosling, S.D.: e-perceptions: personality impressions based on personal websites. J. Pers. Soc. Psychol. 87(1), 123 (2004)

    Article  Google Scholar 

  40. de Vette, A.F.A., Tabak, M., Dekker-van Weering, M., Vollenbroek-Hutten, M.M.: Exploring personality and game preferences in the younger and older population: a pilot study. In: ICT4AgeingWell, pp. 99–106 (2016)

    Google Scholar 

  41. Vuoskoski, J.K., Thompson, W.F., McIlwain, D., Eerola, T.: Who enjoys listening to sad music and why? Music. Percept. 29(3), 311–317 (2011)

    Article  Google Scholar 

  42. Weaver, J.B., III.: Exploring the links between personality and media preferences. Pers. Individ. Differ. 12(12), 1293–1299 (1991)

    Article  Google Scholar 

  43. Yee, N., Ducheneaut, N., Nelson, L., Likarish, P.: Introverted elves & conscientious gnomes: the expression of personality in world of warcraft. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 753–762 (2011)

    Google Scholar 

  44. Youyou, W., Kosinski, M., Stillwell, D.: Computer-based personality judgments are more accurate than those made by humans. Proc. Natl. Acad. Sci. 112(4), 1036–1040 (2015)

    Article  Google Scholar 

  45. Yu, H., Riedl, M.O.: Personalized interactive narratives via sequential recommendation of plot points. IEEE Trans. Comput. Intell. AI Games 6(2), 174–187 (2013)

    Article  Google Scholar 

  46. Zammitto, V.L.: Gamers’ personality and their gaming preferences. Ph.D. thesis, Communication, Art & Technology, School of Interactive Arts and Technology (2010)

    Google Scholar 

  47. Zuckerman, M., Litle, P.: Personality and curiosity about morbid and sexual events. Pers. Individ. Differ. 7(1), 49–56 (1986)

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Waltteri Nybom .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2022 ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Nybom, W., Grierson, M. (2022). Personality in Personalisation: A User Study with an Interactive Narrative, a Personality Test and a Personalised Short Story. In: Brooks, E., Sjöberg, J., Møller, A.K. (eds) Design, Learning, and Innovation. DLI 2021. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol 435. Springer, Cham. https://doi.org/10.1007/978-3-031-06675-7_4

Download citation

  • DOI: https://doi.org/10.1007/978-3-031-06675-7_4

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-031-06674-0

  • Online ISBN: 978-3-031-06675-7

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics