期刊
INTERACTIVE LEARNING ENVIRONMENTS
卷 31, 期 3, 页码 1265-1278出版社
ROUTLEDGE JOURNALS, TAYLOR & FRANCIS LTD
DOI: 10.1080/10494820.2020.1827440
关键词
Gamification; interactive system; smart assessment; children; adults; elders
This paper presents an empirical study on the experiences of players during brain games play, analyzing correlations among different types of experiences and identifying similarities and differences among different age groups. The observations provide insights to predict players' behavioral trends and simplify the user feedback process.
An insight regarding few of the experiences during video games playing activity is still fuzzy. This paper presents an extensive empirical study that analyzes the experiences of 100 participants (i.e. 25 children, younger adults, older adults, and elders each) during brain games play. This concludes a number of significant correlations among the diverse kinds of players' experiences (i.e. engagement, enjoyment, anxiety, usability, adaptability, and noninvasiveness). It is further identified by the study that the similarities and differences exist among the experiences of children, younger adults, older adults, and elders. Consequently, observations of the presented study provide an insight to successfully predict behavioral trends of the players during brain games play (i.e. in 5-point assessment sphere), which leads to narrow down the complexity of user feedback process for the respective game genre.
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