Abstract
Much of the experience of videogame players remains hidden. This paper presents an empirical study that assesses the experience of 50 participants (i.e. 25 children and 25 adults) during brain games play. Results from the empirical study show a number of significant correlations among diverse kinds of players’ experiences (i.e. engagement, enjoyment, anxiety, usability, adaptability and noninvasiveness). It is further identified by the study that the similarities and differences exist among the experiences of children and adults. Consequently, the observations of presenting study provide an insight against the experience of players during brain games play, which was previously unknown. Besides, we exploit these insights to successfully narrow down the complexity of user feedback process for brain games playing activity.
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Acknowledgments
This work is supported in part by Natural Science Foundation of China under Grant No. 61572471, 61572466, 61572004, 61472399, 61502456, Chinese Academy of Sciences Research Equipment Development Project under Grant No. YZ201527, Science and Technology Planning Project of Guangdong Province under Grant No. 2015B010105001, Innovation Project of Institute of Computing Technology under Grant No. 20156010, Beijing Natural Science Foundation under Grant No. 4162059 and International Science & Technology Cooperation Program of China under Grant No. 2014DFG12750, CAS-TWAS President’s PhD Fellowship Programme.
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Ahmad, F. et al. (2016). A Study of Players’ Experiences During Brain Games Play. In: Booth, R., Zhang, ML. (eds) PRICAI 2016: Trends in Artificial Intelligence. PRICAI 2016. Lecture Notes in Computer Science(), vol 9810. Springer, Cham. https://doi.org/10.1007/978-3-319-42911-3_1
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