Proceedings of the International Conference on Information and Communication Technologies for Ageing Well and E-Health 2016
DOI: 10.5220/0005790500990106
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Exploring Personality and Game Preferences in the Younger and Older Population: A Pilot Study

Abstract: Aim: Engagement in gamified applications can be increased by effectively meeting end-user preferences for game content. To design this tailored content insight in user preferences is necessary, obtained from user classification models. This pilot study aims to explore the hypothesised relation between personality traits and preference for game characteristics that is the basis for a new user classification model, deduced from the Five Domains of Play theory. Methods: An online questionnaire consisted of the 10… Show more

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Cited by 5 publications
(2 citation statements)
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“…Kappen et al [26,33] investigated the use of gamification elements in physical activity (PA) techniques for older adults and designed gamified PA programs to provide personalized exercise applications for older adults. Vette et al [34] investigated users' pref-erences for game content to improve engagement with gamified applications and explored the relationship between different personality traits of older adults and gamification preferences. Shih et al [35] investigated the selection of effective persuasive design strategies and game design elements by considering the age differences of users during behavioral persuasion.…”
Section: Related Workmentioning
confidence: 99%
“…Kappen et al [26,33] investigated the use of gamification elements in physical activity (PA) techniques for older adults and designed gamified PA programs to provide personalized exercise applications for older adults. Vette et al [34] investigated users' pref-erences for game content to improve engagement with gamified applications and explored the relationship between different personality traits of older adults and gamification preferences. Shih et al [35] investigated the selection of effective persuasive design strategies and game design elements by considering the age differences of users during behavioral persuasion.…”
Section: Related Workmentioning
confidence: 99%
“…The theoretical background of this classification, i.e. the relations between personality and preference for game content were explored by De Vette et al, for adults (including older adults) in general [28], and for the older adult specifically [29]. The latter was done by means of an additional questionnaire on personality that was part of the method of the paper at hand.…”
Section: Background -Game Content In Five Factorsmentioning
confidence: 99%