Title
Reflected In A Liquid Crystal Display: Personalization And The Use Of Avatars In Serious Games
Keywords
avatars; immersion; personalization; presence; serious games
Abstract
Personalization, in the realm of Serious Games, is the extent to which users believe that the digital environment is tailored to their characteristics and preferences. This belief can have major repercussions for a user's experience with the game and can subsequently be used to maximize the return on investment for serious game designers. Other factors that influence users' personalization in games include how the game affects the users' perception of self, presence in the game, and social relationships developed in the game. Users' avatars influence all of these factors. This goal of this paper is to examine the research done into avatars and personalization and presents it in the context of serious games research. © 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
237-242
Document Type
Article; Proceedings Paper
Personal Identifier
scopus
DOI Link
https://doi.org/10.1007/978-3-642-22024-1_26
Copyright Status
Unknown
Socpus ID
79960410386 (Scopus)
Source API URL
https://api.elsevier.com/content/abstract/scopus_id/79960410386
STARS Citation
Lakhmani, Shan and Bowers, Clint, "Reflected In A Liquid Crystal Display: Personalization And The Use Of Avatars In Serious Games" (2011). Scopus Export 2010-2014. 2611.
https://stars.library.ucf.edu/scopus2010/2611