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

Socpus ID

79960418838 (Scopus)

Source API URL

https://api.elsevier.com/content/abstract/scopus_id/79960418838

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