Individual differences in the enjoyment and effectiveness of serious games

Dawn G. Blasko, Heather C. Lum, Matthew M. White, Holly Blasko Drabik

Research output: Chapter in Book/Report/Conference proceedingChapter

10 Scopus citations

Abstract

Individuals differ in a myriad of ways and the promise of using a digital game format to teach or train new knowledge and skills is that they may be designed to allow each user to take their own path through the game and therefore create a more person-centered experience. The current chapter explores the research on some of the many individual differences that may be important to the design, use, and success of a serious game. These include factors that influence motivation to play and learn and learner characteristics such as age, gender, and ethnicity. Cognitive characteristics such as working memory and spatial skills can influence the play environment and may actually be improved by regular gaming. Finally, one area that has been much less studied is individual differences in teachers and trainers who often are charged with the implementation of the serious games.

Original languageEnglish (US)
Title of host publicationPsychology, Pedagogy, and Assessment in Serious Games
PublisherIGI Global
Pages153-173
Number of pages21
ISBN (Electronic)9781466647749
ISBN (Print)1466647736, 9781466647732
DOIs
StatePublished - Nov 30 2013

All Science Journal Classification (ASJC) codes

  • Social Sciences(all)
  • Computer Science(all)

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