Patterns of Gaming Preferences and Serious Game Effectiveness

  • Katelyn Procci
  • James Bohnsack
  • Clint Bowers
Part of the Lecture Notes in Computer Science book series (LNCS, volume 6774)


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.


gender differences serious games technology acceptance model user preferences 


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Copyright information

© Springer-Verlag Berlin Heidelberg 2011

Authors and Affiliations

  • Katelyn Procci
    • 1
  • James Bohnsack
    • 1
  • Clint Bowers
    • 1
  1. 1.Department of PsychologyUniversity of Central FloridaOrlandoUSA

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