To improve engagement needed for long-term adherence to telemedicine services for elderly users, we need methods to design effective and tailored gamification. This study explores the relation between personality (based on the Five Factor Model) and game preference (based on the Five Domains of Play theory) to enable creation of such a method, by means of a user classification targeting the older adult user. From preliminary results, in a study with 12 participants aged 65-75 years, we observe no significant correlations between personality and game preference. The participants have a strong preference for a game containing novel content. This study provides us with information on the older adult to create a method for developing tailored gamified content based on game preferences.
- game preference
- gamification: older adult