Measures were taken by means of an online
questionnaire, created in SurveyMonkey and
accessible through a URL. The questionnaire was
available both in English and in Dutch. Age and
gender were asked first. Play frequency was
determined by the question ‘How often do you
(approximately) play games?’ (answer possibilities
Daily, Weekly, Monthly, Once every 6 months, Once
a year or less). Play frequency was split into two
groups: 1) frequent (weekly or more, answers: daily,
weekly) and 2) non-frequent (montly or less, answers:
montly, once every six months, once a year or less).
Game preference was determined through five
questions, one for each of the five domains described
by the 5D theory (table 1). In each question, the game
content is described through an explanation and
depicted examples of a domain’s extremes. The
participant indicated his or her perceived level of
satisfaction (nine-point scale) from the proposed
game content (fig. 1). Personality was measured
subsequently, by means of the 10-item Big Five
Inventory (percentage from 5-point scale). This short
version reaches adequate levels in terms of
convergence with an established instrument, test
repeatability and reliability (Gosling et al., 2003,
Rammstedt et al., 2007). The FFM model suggests a
normal distribution of scores (ranging from 0 to 100
with an average score of 50 on each factor)
2.2 Statistical Analysis
Data analysis was performed using Statistical
Package for Social Sciences (SPSS v.22). Age was
partitioned in 1) younger than 60 (< 60) and 2) 60 or
older (≥ 60). We define an age threshold assuming
that people aged 60 and up have less affinity with
technology. First, the data for each person was sorted
for the five factors of the FFM model (abbreviated P,
from personality) and the five domains of the 5D
model (abbreviated G, from game preference),
together with their gender, age and play frequency.
Then, data distributions of the five factors and the five
domains were analysed using the Shapiro-Wilk test,
descriptives of skewness and kurtosis, boxplots and
histograms. There were no outliers found in analysis
of the boxplots. All factors and domains were found
non-normally distributed, even after data
transformation was applied (log2, log10, sqrt, x
2
).
Hence, correlations were explored with Spearman’s
Rho (rank correlation coefficient, appropriate for
ordinal variables), for all groups, using a significance
level of α = 0,05. Correlations between the factors and
related domains as intended by the models were
studied (Openness to Experience with Novelty,
Conscientiousness with Challenge, and so on). For
the subgroups < 60 and ≥ 60, correlations not
intended by the models, between all factors and
domains, were studied as well. We consider
correlation strength as the predictive value of the
personality characteristic for the preference on the
matching game preference domain. Correlation
strength is interpreted as follows: r < ± 0,1 is little or
no correlation, ± 0,1 ≤ r < ± 0,3 is a weak relation, ±
0,3 ≤ r < ± 0,5 is a moderate relation and r ≥ ± 0,5 a
strong relation.
3 RESULTS
3.1 Participant Characteristics
In total 243 persons filled in the questionnaire, of
which 216 fully completed. The Dutch version was
used in 67% of the cases. The age range was 16 to 81
years old, 66% of participants were male (n=143),
34% female (n=73). In fig. 2, an overview of
participant characteristics is given.
Mean values of scores per age group on
personality and game preference can be seen in table
2. Considering an expected average of 50 out of 100,
the scores on Openness (72 out of 100) and
Conscientiousness (66 out of 100) are relatively high.
The mean values for personality scores of the
different age groups are close together. Minor
differences are also found between the groups of
frequent and non-frequent players.
The mean values for game preference show more
variety, particularly the scores of the ≥ 60 group
(range 24-62). While it seems that personality has not
changed much for the older adult, game preferences
show differences compared to the younger group. For
example the score on the Novelty domain, which
would imply that the older player prefers games that
resemble the real world or are otherwise familiar.
Although not statistically convincing, the older adult
seems to prefer a somewhat lower amount of
Challenge than the younger group, while being more
Conscientious. Also, a lower level of Stimulation and
Threat are preferred by the older adult, as well as a
slightly higher level of Harmony.
3.2 Correlations between Personality
and Game Preference
When exploring the intended correlations between
personality (P) and game preference (G), we find the
following correlations, presented in table 3. No strong