Abstract | ||
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Much of the experience of videogame players remains hidden. This paper presents an empirical study that assesses the experience of 50 participants (i.e. 25 children and 25 adults) during brain games play. Results from the empirical study show a number of significant correlations among 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 and adults. Consequently, the observations of presenting study provide an insight against the experience of players during brain games play, which was previously unknown. Besides, we exploit these insights to successfully narrow down the complexity of user feedback process for brain games playing activity. |
Year | DOI | Venue |
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2016 | 10.1007/978-3-319-42911-3_1 | PRICAI |
Keywords | Field | DocType |
Gamification, Experiences, Smart assessment, Children, Adults | Adaptability,Computer science,Usability,Anxiety,Cognitive psychology,Exploit,Artificial intelligence,Multimedia,Empirical research,Machine learning | Conference |
Volume | ISSN | Citations |
9810 | 0302-9743 | 0 |
PageRank | References | Authors |
0.34 | 17 | 7 |
Name | Order | Citations | PageRank |
---|---|---|---|
H. F. Ahmad | 1 | 62 | 14.09 |
Yiqiang Chen | 2 | 1446 | 109.32 |
Shuangquan Wang | 3 | 272 | 22.46 |
Zhenyu Chen | 4 | 470 | 25.35 |
Jianfei Shen | 5 | 4 | 4.21 |
Lisha Hu | 6 | 103 | 7.45 |
Jindong Wang | 7 | 247 | 16.56 |