TY - GEN
T1 - Assessing players' motivations and learning strategies based on their personality
AU - Felicia, Patrick
PY - 2010
Y1 - 2010
N2 - The objective of this chapter is to provide guidelines for the design of adaptive educational video games, by identifying significant motivational and learning strategies for players. By evaluating the emotions sought by particular subjects, the author provides guidelines to assist game designers in the production of video games that both teach and entertain. The results, based on personality traits, acknowledge both dramatic and didactic aspects of video games, with an emphasis on emotions and motivation. It is based on players' personality traits in the light of the Big-Five personality model.
AB - The objective of this chapter is to provide guidelines for the design of adaptive educational video games, by identifying significant motivational and learning strategies for players. By evaluating the emotions sought by particular subjects, the author provides guidelines to assist game designers in the production of video games that both teach and entertain. The results, based on personality traits, acknowledge both dramatic and didactic aspects of video games, with an emphasis on emotions and motivation. It is based on players' personality traits in the light of the Big-Five personality model.
KW - Personality profiling
KW - Video games learning
UR - http://www.scopus.com/inward/record.url?scp=84901808880&partnerID=8YFLogxK
M3 - Conference contribution
AN - SCOPUS:84901808880
SN - 9781622767083
T3 - 4th European Conference on Games Based Learning 2010, ECGBL 2010
SP - 87
EP - 96
BT - 4th European Conference on Games Based Learning 2010, ECGBL 2010
PB - Academic Conferences and Publishing International Limited
Y2 - 21 October 2010 through 22 October 2010
ER -