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A third-person perspective influences behavior

A third-person perspective influences behavior

Research shows that a third-person perspective can influence user behavior in gamification. In a study before the 2004 U.S. presidential election, voters who pictured themselves voting from a third-person perspective were more likely to actually vote.[1] This is to say that when users imagine themselves performing a desired action from a third-person view, like watching themselves in a movie, they are more likely to adopt that behavior.

Here’s how to implement a third-person perspective:

  • Create avatars: Let users design avatars that look like them.
  • Third-person view: Show the avatar from an external view.
  • Visualize actions: Use the avatar to demonstrate desired behaviors, such as learning new skills or saving money. Use images or videos of the avatar performing tasks to strengthen the impact. For instance, in a wellness app, show the avatar drinking water regularly to encourage regular hydration.

This helps users better visualize and internalize positive behaviors, making it more likely they will adopt these behaviors in real life.

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