Gamer Style: Performance Factors in Gamified Simulation
Autor: | DanaKai Bradford, Timothy R. Coles, Simon McBride, Cedric Dumas, Surabhi Gupta |
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Přispěvatelé: | The University of Western Australia (UWA), CSIRO ICT Centre Brisbane - AEHRC, Commonwealth Scientific and Industrial Research Organisation [Canberra] (CSIRO)-Queensland Government, LUNAM / Ecole des Mines de Nantes / IRCCyN, Institut de Recherche en Communications et en Cybernétique de Nantes (IRCCyN), Mines Nantes (Mines Nantes)-École Centrale de Nantes (ECN)-Ecole Polytechnique de l'Université de Nantes (EPUN), Université de Nantes (UN)-Université de Nantes (UN)-PRES Université Nantes Angers Le Mans (UNAM)-Centre National de la Recherche Scientifique (CNRS)-Mines Nantes (Mines Nantes)-École Centrale de Nantes (ECN)-Ecole Polytechnique de l'Université de Nantes (EPUN), Université de Nantes (UN)-Université de Nantes (UN)-PRES Université Nantes Angers Le Mans (UNAM)-Centre National de la Recherche Scientifique (CNRS) |
Jazyk: | angličtina |
Rok vydání: | 2016 |
Předmět: |
serious games
Computer science cognitive load 05 social sciences ComputingMilieux_PERSONALCOMPUTING Interactive learning environment electroencephalogram Knowledge acquisition 050105 experimental psychology 03 medical and health sciences 0302 clinical medicine Game design Human–computer interaction ACM: I.: Computing Methodologies/I.2: ARTIFICIAL INTELLIGENCE/I.2.1: Applications and Expert Systems/I.2.1.1: Games 0501 psychology and cognitive sciences EEG [INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC] Competence (human resources) 030217 neurology & neurosurgery Cognitive load |
Zdroj: | CHI Conference on Human Factors in Computing Systems CHI Conference on Human Factors in Computing Systems, May 2016, San Jose, United States. pp.2014-2025, ⟨10.1145/2858036.2858461⟩ CHI |
DOI: | 10.1145/2858036.2858461⟩ |
Popis: | International audience; Serious games and gamified simulations are increasingly being used to aid instruction in technical disciplines including the medical field. Assessments of player performance are important in understanding user profiles in order to establish serious games as a reliable, consistent method for increasing skills and competence in all trainees. In this study we used questionnaires, game characteristic metrics and EEG analysis to explore players' performance in a bronchoscopy simulator. We found that players who performed better were younger, made fewer errors, were quicker and differed in spectral profile during game play. Our findings, while speculative, have implications for training regimes in which gamified simulations are employed. We make suggestions for game design and for tailoring training regimes to suit individual learning styles to enhance knowledge acquisition and retention. |
Databáze: | OpenAIRE |
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