TY - JOUR
T1 - Comprehending the influence of brain games mode over playfulness and playability metrics
T2 - a fused exploratory research of players’ experience
AU - Ahmad, Faizan
AU - Shaheen, Momina
AU - Ahmed, Zeeshan
AU - Riasat, Rubata
AU - Muneeb, Sara
N1 - Publisher Copyright:
© 2023 The Author(s). Published by Informa UK Limited, trading as Taylor & Francis Group.
PY - 2023/4/28
Y1 - 2023/4/28
N2 - Undertaking cognitively stimulating activities over the course of life, such as playing brain games (Formula presented.), is only possible if they continuously deliver a playful as well as playable experience. The understanding of how these subcomponents of experience (i.e. playfulness and playability) get influenced in both modes (single vs. two-player) of (Formula presented.) was previously fuzzy. The objective of the presented research was to gain more insight into the preceding phenomenon. Various factors were recorded under both experience metrics (playfulness: engagement, enjoyment, and anxiety and playability: usability, adaptability, and non-invasiveness) during the presented research ((Formula presented.)) that incorporates the series of (Formula presented.) play. Statistical analysis was performed on the recorded data that revealed significant correlations between as well as within the factors of both experience metrics. The presented research further implicated the quantitative findings in relation to the employed (Formula presented.) ’ design and participants’ social interaction. Thus, it is concluded that both modes of (Formula presented.) dominate one another in terms of arousing the various factors of both experience metrics; however, neither mode delivers playfulness and playability in an absolute manner.
AB - Undertaking cognitively stimulating activities over the course of life, such as playing brain games (Formula presented.), is only possible if they continuously deliver a playful as well as playable experience. The understanding of how these subcomponents of experience (i.e. playfulness and playability) get influenced in both modes (single vs. two-player) of (Formula presented.) was previously fuzzy. The objective of the presented research was to gain more insight into the preceding phenomenon. Various factors were recorded under both experience metrics (playfulness: engagement, enjoyment, and anxiety and playability: usability, adaptability, and non-invasiveness) during the presented research ((Formula presented.)) that incorporates the series of (Formula presented.) play. Statistical analysis was performed on the recorded data that revealed significant correlations between as well as within the factors of both experience metrics. The presented research further implicated the quantitative findings in relation to the employed (Formula presented.) ’ design and participants’ social interaction. Thus, it is concluded that both modes of (Formula presented.) dominate one another in terms of arousing the various factors of both experience metrics; however, neither mode delivers playfulness and playability in an absolute manner.
KW - Gamification
KW - children
KW - cognition
KW - game designing
KW - player experience
UR - http://www.scopus.com/inward/record.url?scp=85158113149&partnerID=8YFLogxK
U2 - 10.1080/10494820.2023.2205906
DO - 10.1080/10494820.2023.2205906
M3 - Article
AN - SCOPUS:85158113149
SN - 1049-4820
JO - Interactive Learning Environments
JF - Interactive Learning Environments
ER -