TY - JOUR
T1 - Behavioral profiling
T2 - a generationwide study of players' experiences during brain games play
AU - Ahmad, Faizan
AU - Zongwei, Luo
AU - Ahmed, Zeeshan
AU - Muneeb, Sara
N1 - Publisher Copyright:
© 2020 Informa UK Limited, trading as Taylor & Francis Group.
PY - 2020/10/9
Y1 - 2020/10/9
N2 - 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.
AB - 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.
KW - Gamification
KW - adults
KW - children
KW - elders
KW - interactive system
KW - smart assessment
UR - http://www.scopus.com/inward/record.url?scp=85092406899&partnerID=8YFLogxK
U2 - 10.1080/10494820.2020.1827440
DO - 10.1080/10494820.2020.1827440
M3 - Article
AN - SCOPUS:85092406899
SN - 1049-4820
JO - Interactive Learning Environments
JF - Interactive Learning Environments
ER -