Patterns of Gaming Preferences and Serious Game Effectiveness
According to the Technology Acceptance Model (TAM), important predictors of system use include application-specific self-efficacy, ease of use, and perceived usefulness. Current work with the TAM includes extending the assessment framework to domains such as serious games as well as how other typically under-researched factors, such as gender, affect technology use. The current work reports on how there are gender differences in both game playing behaviors as well as general game genre preferences, offers implications for serious game designers regarding the development of effective learning interventions based on these differences, and finally suggests avenues for future research in this area.
Keywordsgender differences serious games technology acceptance model user preferences
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