Exploring Personality and Game Preferences in the Younger and Older Population: A Pilot Study

A. F. A. de Vette, M. Tabak, M. G. H. Dekker-van Weering, M. M. R. Vollenbroek-Hutten

2016

Abstract

Aim: Engagement in gamified applications can be increased by effectively meeting end-user preferences for game content. To design this tailored content insight in user preferences is necessary, obtained from user classification models. This pilot study aims to explore the hypothesised relation between personality traits and preference for game characteristics that is the basis for a new user classification model, deduced from the Five Domains of Play theory. Methods: An online questionnaire consisted of the 10-item Big Five Inventory to determine personality, and five questions on the preference for game examples to determine game preference. Results: 216 participants completed the questionnaire (M=39 years, SD=17). For the group of participants younger than 60, four out of five personality traits correlate significantly but weakly with their corresponding game preference domains (r=0,13-0,30, p<0,05). For the participants older than 60, no significant correlations were found. Conclusion: Personality and game preferences are weakly related in persons younger than sixty years old, while no relation was found for the older participants. For the latter, this may be due to a lack of gaming experience. We therefore propose to extend research towards a field study by providing actual games to play on beforehand.

References

  1. Jansen-Kosterink S. The added value of telemedicine services for physical rehabilitation. University of Twente. 2014. [ISBN:9789082319606] [PMID:17725187]
  2. Pavel M, Jimison H, Hayes T, Cooper R a, Marottoli R. Technologies for an Aging Population. Bridg Natl Acad Eng. 2009;39(1):68.
  3. Huis in 't Veld RMHA, Kosterink SM, Barbe T, Lindegård A, Marecek T, Vollenbroek-Hutten MMR. Relation between patient satisfaction, compliance and the clinical benefit of a teletreatment application for chronic pain. J Telemed Telecare. 2010;16(6):322-8. [DOI:10.1258/jtt.2010.006006] [ISBN:1758-1109 (Electronic)r1357-633X (Linking)] [PMID:20798426]
  4. Tabak M, Brusse-Keizer M, Valk P Van Der, Hermens H, Vollenbroek-Hutten M. A telehealth program for selfmanagement of COPD exacerbations and promotion of an active lifestyle: a pilot randomized controlled trial. International journal of COPD. DovePress; 2014. p. 935-44. [DOI:10.2147/COPD.S60179]
  5. Evering RMH. Ambulatory Feedback at Daily Physical Activity Patterns: A Treatment for the Chronic Fatigue Syndrome in the Home Environment? University of Twente; 2013. [DOI:10.3990/1.9789036535120]
  6. Petty RE, Cacioppo JT. Issue involvement can increase or decrease persuasion by enhancing message-relevant cognitive responses. J Pers Soc Psychol. 1979;37(10):1915-26. [DOI:10.1037/0022- 3514.37.10.1915] [ISBN:0022-3514]
  7. Bakkes S, Tan CT, Pisan Y. Personalised Gaming: A Motivation and Overview of Literature. Proc 8th Australas Conf Interact Entertain Play Syst 7812. 2012;4. [DOI:10.1145/2336727.2336731] [ISBN:9781450314107]
  8. Vette AFA de, Tabak M, Dekker-van Weering MGH, Vollenbroek-Hutten MMR. Engaging elderly people in telemedicine through gamification. In Press. JMIR Serious Games. [DOI:10.2196/games.4561]
  9. Bartle RA. Hearts, clubs, diamonds, spades: Players who suit MUDs. 1996. [URL: http://mud.co.uk/richard/ hcds.htm Archived at: http://www.webcitation.org/ 6XvZlirzF]
  10. Yee N. Motivations of play in MMORPGs. Proc DiGRA 2005 Conf Chang Views - Worlds Play. 2005;
  11. Hunicke R, LeBlanc M, Zubek R. MDA: A Formal Approach to Game Design and Game Research. Work Challenges Game AI. 2004;1-4. [DOI:10.1.1.79.4561]
  12. Gerling KM, Schild J, Masuch M. Exergame design for elderly users: the case study of SilverBalance. Proc 7th Int Conf Adv Comput Entertain Technol - ACE 7810. 2010;66-9. [DOI:10.1145/1971630.1971650] [ISBN:9781605588636] [PMID:15123609]
  13. Vandenberghe J. The 5 Domains of Play: Applying Psychology's Big 5 Motivation Domains to. 2012 [URL: http://www.gdcvault.com/play/1015364/The-5- Domains-of-Play Archived at: http://www.webcitation. org/6Xva2AWDK]
  14. Orji R, Vassileva J, Mandryk RL. Modeling the efficacy of persuasive strategies for different gamer types in serious games for health. User Model User-adapt Interact. 2014; [DOI:10.1007/s11257-014-9149-8]
  15. Zammitto VL. Gamers' Personality and their Gaming Preferences. Sch Interact Arts Technol. 2010;M.Sc Thesi:147.
  16. Teng C. Online Game Player Personality and Real-life Need Fulfillment. Int J Cyber Soc Educ. 2009;2(2):39- 50.
  17. Zammitto V. Game research, measuring gaming preferences. Appl Artif Intell. 2009;(May):15-6. [DOI:10.1145/1639601.1639611] [ISBN:9781605586854]
  18. Peever N, Johnson D, Gardner J. Personality & video game genre preferences. Proc 8th Australas Conf Interact Entertain Play Syst - IE 7812. 2012;1-3. [ISBN:9781450314107]
  19. Apperley TH. Genre and game studies: Toward a critical approach to video game genres. Simul Gaming. 2006;37(1):6-23. [DOI:10.1177/1046878105282278]
  20. Gosling SD, Rentfrow PJ, Swann WB. A very brief measure of the Big-Five personality domains. J Res Pers. 2003;37(6):504-28. [DOI:10.1016/S0092- 6566(03)00046-1] [ISBN:1512471593] [PMID:6406]
  21. Rammstedt B, John OP. Measuring personality in one minute or less: A 10-item short version of the Big Five Inventory in English and German. J Res Pers. 2007;41(1):203-12. [DOI:10.1016/j.jrp.2006.02.001] [ISBN:0092-6566]
  22. Nap HH, Diaz-Orueta U, González MF, Lozar-Manfreda K, Facal D, Dolnicar V, et al. Older people's perceptions and experiences of a digital learning game. Gerontechnology. 2014;13(3):322-31. [DOI:10.4017/ gt.2015.13.3.002.00]
  23. Lucas RE. NIH Public Access. 2009;23(3):558-66. [DOI:10.1037/a0012897.Age]
  24. Mroczek DK, Spiro A, Griffin PW. Handbook of the Psychology of Aging. Handbook of the Psychology of Aging. Elsevier; 2006. 363-377 p. [DOI:10.1016/B978- 012101264-9/50019-7] [ISBN:9780121012649]
Download


Paper Citation


in Harvard Style

de Vette A., Tabak M., Dekker-van Weering M. and Vollenbroek-Hutten M. (2016). Exploring Personality and Game Preferences in the Younger and Older Population: A Pilot Study . In Proceedings of the International Conference on Information and Communication Technologies for Ageing Well and e-Health - Volume 1: ICT4AWE, (ICT4AGEINGWELL 2016) ISBN 978-989-758-180-9, pages 99-106. DOI: 10.5220/0005790500990106


in Bibtex Style

@conference{ict4awe16,
author={A. F. A. de Vette and M. Tabak and M. G. H. Dekker-van Weering and M. M. R. Vollenbroek-Hutten},
title={Exploring Personality and Game Preferences in the Younger and Older Population: A Pilot Study},
booktitle={Proceedings of the International Conference on Information and Communication Technologies for Ageing Well and e-Health - Volume 1: ICT4AWE, (ICT4AGEINGWELL 2016)},
year={2016},
pages={99-106},
publisher={SciTePress},
organization={INSTICC},
doi={10.5220/0005790500990106},
isbn={978-989-758-180-9},
}


in EndNote Style

TY - CONF
JO - Proceedings of the International Conference on Information and Communication Technologies for Ageing Well and e-Health - Volume 1: ICT4AWE, (ICT4AGEINGWELL 2016)
TI - Exploring Personality and Game Preferences in the Younger and Older Population: A Pilot Study
SN - 978-989-758-180-9
AU - de Vette A.
AU - Tabak M.
AU - Dekker-van Weering M.
AU - Vollenbroek-Hutten M.
PY - 2016
SP - 99
EP - 106
DO - 10.5220/0005790500990106