Assessing players' motivations and learning strategies based on their personality

Patrick Felicia

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

Abstract

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.

Original languageEnglish
Title of host publication4th European Conference on Games Based Learning 2010, ECGBL 2010
PublisherAcademic Conferences and Publishing International Limited
Pages87-96
Number of pages10
ISBN (Print)9781622767083
Publication statusPublished - 2010
Event4th European Conference on Games Based Learning 2010, ECGBL 2010 - Copenhagen, Denmark
Duration: 21 Oct 201022 Oct 2010

Publication series

Name4th European Conference on Games Based Learning 2010, ECGBL 2010

Conference

Conference4th European Conference on Games Based Learning 2010, ECGBL 2010
Country/TerritoryDenmark
CityCopenhagen
Period21/10/201022/10/2010

Keywords

  • Personality profiling
  • Video games learning

Fingerprint

Dive into the research topics of 'Assessing players' motivations and learning strategies based on their personality'. Together they form a unique fingerprint.

Cite this