Exploring personality and game preferences in the younger and older population: a pilot study

Anna Frederiek Alberdien de Vette, Marit van Weering, Monique Tabak, Miriam Marie Rosé Vollenbroek-Hutten

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

    1 Citation (Scopus)
    2 Downloads (Pure)

    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.
    Original languageUndefined
    Title of host publicationProceedings of the International Conference on Information and Communication Technologies for Ageing Well and e-Health
    Place of PublicationSetúbal, Portugal
    PublisherSCITEPRESS
    Pages99-106
    Number of pages8
    ISBN (Print)978-989-758-180-9
    DOIs
    Publication statusPublished - 21 Apr 2016

    Publication series

    Name
    PublisherSCITEPRESS

    Keywords

    • older adult
    • game preference
    • game-based
    • Personality
    • Tailoring
    • Telemedicine
    • IR-100409
    • EWI-27012
    • Adherence
    • Gamification
    • Gaming
    • Elderly
    • METIS-316925
    • player type

    Cite this

    de Vette, A. F. A., van Weering, M., Tabak, M., & Vollenbroek-Hutten, M. M. R. (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 (pp. 99-106). Setúbal, Portugal: SCITEPRESS. https://doi.org/10.5220/0005790500990106
    de Vette, Anna Frederiek Alberdien ; van Weering, Marit ; Tabak, Monique ; Vollenbroek-Hutten, Miriam Marie Rosé. / Exploring personality and game preferences in the younger and older population: a pilot study. Proceedings of the International Conference on Information and Communication Technologies for Ageing Well and e-Health. Setúbal, Portugal : SCITEPRESS, 2016. pp. 99-106
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    title = "Exploring personality and game preferences in the younger and older population: a pilot study",
    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.",
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    de Vette, AFA, van Weering, M, Tabak, M & Vollenbroek-Hutten, MMR 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. SCITEPRESS, Setúbal, Portugal, pp. 99-106. https://doi.org/10.5220/0005790500990106

    Exploring personality and game preferences in the younger and older population: a pilot study. / de Vette, Anna Frederiek Alberdien; van Weering, Marit; Tabak, Monique; Vollenbroek-Hutten, Miriam Marie Rosé.

    Proceedings of the International Conference on Information and Communication Technologies for Ageing Well and e-Health. Setúbal, Portugal : SCITEPRESS, 2016. p. 99-106.

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

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    T1 - Exploring personality and game preferences in the younger and older population: a pilot study

    AU - de Vette, Anna Frederiek Alberdien

    AU - van Weering, Marit

    AU - Tabak, Monique

    AU - Vollenbroek-Hutten, Miriam Marie Rosé

    N1 - eemcs-eprint-27012

    PY - 2016/4/21

    Y1 - 2016/4/21

    N2 - 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.

    AB - 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.

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    KW - game-based

    KW - Personality

    KW - Tailoring

    KW - Telemedicine

    KW - IR-100409

    KW - EWI-27012

    KW - Adherence

    KW - Gamification

    KW - Gaming

    KW - Elderly

    KW - METIS-316925

    KW - player type

    U2 - 10.5220/0005790500990106

    DO - 10.5220/0005790500990106

    M3 - Conference contribution

    SN - 978-989-758-180-9

    SP - 99

    EP - 106

    BT - Proceedings of the International Conference on Information and Communication Technologies for Ageing Well and e-Health

    PB - SCITEPRESS

    CY - Setúbal, Portugal

    ER -

    de Vette AFA, van Weering M, Tabak M, Vollenbroek-Hutten MMR. 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. Setúbal, Portugal: SCITEPRESS. 2016. p. 99-106 https://doi.org/10.5220/0005790500990106