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Autor/inn/enAhmad, Faizan; Zongwei, Luo; Ahmed, Zeeshan; Muneeb, Sara
TitelBehavioral Profiling: A Generationwide Study of Players' Experiences during Brain Games Play
QuelleIn: Interactive Learning Environments, 31 (2023) 3, S.1265-1278 (14 Seiten)Infoseite zur Zeitschrift
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ZusatzinformationORCID (Ahmad, Faizan)
Spracheenglisch
Dokumenttypgedruckt; online; Zeitschriftenaufsatz
ISSN1049-4820
DOI10.1080/10494820.2020.1827440
SchlagwörterChildren; Young Adults; Older Adults; Experience; Video Games; Brain; Play; Age Differences; Predictor Variables; Behavior Patterns; Learner Engagement; Psychological Patterns
AbstractAn insight regarding few of the experiences during video games playing activity is still fuzzy. This paper presents an extensive empirical study that analyzes the experiences of 100 participants (i.e. 25 children, younger adults, older adults, and elders each) during brain games play. This concludes a number of significant correlations among the diverse kinds of players' experiences (i.e. engagement, enjoyment, anxiety, usability, adaptability, and noninvasiveness). It is further identified by the study that the similarities and differences exist among the experiences of children, younger adults, older adults, and elders. Consequently, observations of the presented study provide an insight to successfully predict behavioral trends of the players during brain games play (i.e. in 5-point assessment sphere), which leads to narrow down the complexity of user feedback process for the respective game genre. (As Provided).
AnmerkungenRoutledge. Available from: Taylor & Francis, Ltd. 530 Walnut Street Suite 850, Philadelphia, PA 19106. Tel: 800-354-1420; Tel: 215-625-8900; Fax: 215-207-0050; Web site: http://www.tandf.co.uk/journals
Erfasst vonERIC (Education Resources Information Center), Washington, DC
Update2024/1/01
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