A study of players’ experiences during brain games play

Faizan Ahmad, Yiqiang Chen*, Shuangquan Wang, Zhenyu Chen, Jianfei Shen, Lisha Hu, Jindong Wang

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

3 Citations (Scopus)

Abstract

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.

Original languageEnglish
Title of host publicationTrends in Artificial Intelligence - 14th Pacific Rim International Conference on Artificial Intelligence, PRICAI 2016, Proceedings
EditorsRichard Booth, Min-Ling Zhang
PublisherSpringer Verlag
Pages3-15
Number of pages13
ISBN (Print)9783319429106
DOIs
Publication statusPublished - 10 Aug 2016
Externally publishedYes
Event14th Pacific Rim International Conference on Artificial Intelligence, PRICAI 2016 - Phuket, Thailand
Duration: 22 Aug 201626 Aug 2016

Publication series

NameLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Volume9810 LNCS
ISSN (Print)0302-9743
ISSN (Electronic)1611-3349

Conference

Conference14th Pacific Rim International Conference on Artificial Intelligence, PRICAI 2016
Country/TerritoryThailand
CityPhuket
Period22/08/1626/08/16

Keywords

  • Adults
  • Children
  • Experiences
  • Gamification
  • Smart assessment

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