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 .
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Notes
- 1.
Available at https://cci.arts.ac.uk/~wnybom/zombies.
References
Appel, M.: Manche mögen’s heiß. Diagnostica 54(1), 2–15 (2008)
Appel, M., Gnambs, T., Maio, G.R.: A short measure of the need for affect. J. Pers. Assess. 94(4), 418–426 (2012)
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)
Back, M.D., et al.: Facebook profiles reflect actual personality, not self-idealization. Psychol. Sci. 21(3), 372–374 (2010)
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)
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)
Bross, I.: How to use Ridit analysis. Biometrics Mag. 14, 18–38 (1958)
Cardona-Rivera, R.E.: A model of interactive narrative affordances. Ph.D. thesis, North Carolina State University (2019)
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)
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)
El-Nasr, M.S.: Interaction, narrative, and drama: creating an adaptive interactive narrative using performance arts theories. Interact. Stud. 8(2), 209–240 (2007)
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)
Gladis, S.D.: WriteType: Personality types and writing styles. Human Resource Development (1993)
Gunter, B.: Dimensions of television violence. New York: St (1985)
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)
John, O.P., Donahue, E.M., Kentle, R.L.: Big five inventory. J. Pers. Soc. Psychol. (1991)
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
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)
Lukin, S.M., Reed, L.I., Walker, M.A.: Generating sentence planning variations for story telling. arXiv preprint arXiv:1708.08580 (2017)
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
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)
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)
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)
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)
Onori, M., Micarelli, A., Sansonetti, G.: A comparative analysis of personality-based music recommender systems. In: Empire@ RecSys, pp. 55–59 (2016)
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)
Rawlings, D., Ciancarelli, V.: Music preference and the five-factor model of the neo personality inventory. Psychol. Music 25(2), 120–132 (1997)
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)
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
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)
Sharma, M., Ontañón, S., Mehta, M., Ram, A.: Drama management and player modeling for interactive fiction games. Comput. Intell. 26(2), 183–211 (2010)
Tanenbaum, J., Tomizu, A.: Narrative meaning creation in interactive storytelling. Int. J. Comput. Sci. 2(1), 3–20 (2008)
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)
Teng, C.I.: Online game player personality and real-life need fulfillment. Int. J. Cyber Soc. Educ. 2(2), 39–50 (2009)
Thue, D., Bulitko, V., Spetch, M., Wasylishen, E.: Interactive storytelling: a player modelling approach. In: AIIDE, pp. 43–48 (2007)
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)
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)
VandenBerghe, J.: The 5 domains of play: applying psychology’s big 5 motivation domains to games. In: Game Developers Conference, GDC Vault (2012)
Vazire, S., Gosling, S.D.: e-perceptions: personality impressions based on personal websites. J. Pers. Soc. Psychol. 87(1), 123 (2004)
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)
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)
Weaver, J.B., III.: Exploring the links between personality and media preferences. Pers. Individ. Differ. 12(12), 1293–1299 (1991)
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)
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)
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)
Zammitto, V.L.: Gamers’ personality and their gaming preferences. Ph.D. thesis, Communication, Art & Technology, School of Interactive Arts and Technology (2010)
Zuckerman, M., Litle, P.: Personality and curiosity about morbid and sexual events. Pers. Individ. Differ. 7(1), 49–56 (1986)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2022 ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering
About this paper
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)