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Behavioral profiling: a generationwide study of players' experiences during brain games play

  • Faizan Ahmad*
  • , Luo Zongwei
  • , Zeeshan Ahmed
  • , Sara Muneeb
  • *Awdur cyfatebol y gwaith hwn

Allbwn ymchwil: Cyfraniad at gyfnodolynErthygladolygiad gan gymheiriaid

13 Dyfyniadau (Scopus)

Crynodeb

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.

Iaith wreiddiolSaesneg
CyfnodolynInteractive Learning Environments
Dynodwyr Gwrthrych Digidol (DOIs)
StatwsCyhoeddwyd - 9 Hyd 2020
Cyhoeddwyd yn allanolIe

Dyfynnu hyn