@inproceedings{9f3bfe256608462a806aa37c184ecbb8,
title = "A study of players{\textquoteright} experiences during brain games play",
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{\textquoteright} 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.",
keywords = "Adults, Children, Experiences, Gamification, Smart assessment",
author = "Faizan Ahmad and Yiqiang Chen and Shuangquan Wang and Zhenyu Chen and Jianfei Shen and Lisha Hu and Jindong Wang",
note = "Publisher Copyright: {\textcopyright} Springer International Publishing Switzerland 2016.; 14th Pacific Rim International Conference on Artificial Intelligence, PRICAI 2016 ; Conference date: 22-08-2016 Through 26-08-2016",
year = "2016",
month = aug,
day = "10",
doi = "10.1007/978-3-319-42911-3_1",
language = "English",
isbn = "9783319429106",
series = "Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)",
publisher = "Springer Verlag",
pages = "3--15",
editor = "Richard Booth and Min-Ling Zhang",
booktitle = "Trends in Artificial Intelligence - 14th Pacific Rim International Conference on Artificial Intelligence, PRICAI 2016, Proceedings",
}