Patterns of gaming preferences and serious game effectiveness

  • Authors:
  • Katelyn Procci;James Bohnsack;Clint Bowers

  • Affiliations:
  • Department of Psychology, University of Central Florida, Orlando FL;Department of Psychology, University of Central Florida, Orlando FL;Department of Psychology, University of Central Florida, Orlando FL

  • Venue:
  • Proceedings of the 2011 international conference on Virtual and mixed reality: systems and applications - Volume Part II
  • Year:
  • 2011
  • Math fluency through game design

    DUXU'13 Proceedings of the Second international conference on Design, User Experience, and Usability: health, learning, playing, cultural, and cross-cultural user experience - Volume Part II

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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.