Title
Patterns Of Gaming Preferences And Serious Game Effectiveness
Keywords
gender differences; serious games; technology acceptance model; user preferences
Abstract
According to the Technology Acceptance Model (TAM), important predictors of system use include application-specific self-efficacy, ease of use, and perceived usefulness. Current work with the TAM includes extending the assessment framework to domains such as serious games as well as how other typically under-researched factors, such as gender, affect technology use. The current work reports on how there are gender differences in both game playing behaviors as well as general game genre preferences, offers implications for serious game designers regarding the development of effective learning interventions based on these differences, and finally suggests avenues for future research in this area. © 2011 Springer-Verlag.
Publication Date
7-21-2011
Publication Title
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Volume
6774 LNCS
Issue
PART 2
Number of Pages
37-43
Document Type
Article; Proceedings Paper
Personal Identifier
scopus
DOI Link
https://doi.org/10.1007/978-3-642-22024-1_5
Copyright Status
Unknown
Socpus ID
79960418838 (Scopus)
Source API URL
https://api.elsevier.com/content/abstract/scopus_id/79960418838
STARS Citation
Procci, Katelyn; Bohnsack, James; and Bowers, Clint, "Patterns Of Gaming Preferences And Serious Game Effectiveness" (2011). Scopus Export 2010-2014. 2608.
https://stars.library.ucf.edu/scopus2010/2608