Digital Commons @ Shawnee State University - Celebration of Scholarship: Differing Video Game Preferences: Education Implications
 

Differing Video Game Preferences: Education Implications

University

Shawnee State University

Major

Psychology

Student Type

Undergraduate Student

Presentation Types

Oral Presentation (Live)

Keywords:

Video games, individual differences, education, gamification

Abstract

Video games are a major influence on modern society, and they have evolved into diverse genres. Relatedly, gamification has become a strategy to improve education outcomes. However, different types of games (and therefore gamification) should appeal to different types of learners. Thus, in this study, we measured game genre preferences, along with educationally-relevant individual difference variables. These included need for cognition, metacognitive awareness, and intrinsic motivation. Notably, an effect emerged in which puzzle-based games appealed more to those high in meta-cognitive awareness, intrinsic motivation, or need for cognition. In contrast, action games, involving intense gameplay, appealed to those with lower intrinsic motivation. This suggests gamification strategies if results replicate. For example, educators should gamify lessons with puzzles when intrinsic motivation is high, but use more intense, absorbing gamification designs when intrinsic motivation is low.

Human and Animal Subjects

yes

IRB or IACUC Approval

yes

Faculty Mentor Name

Brian J Richards

Faculty Mentor Title

Full Professor

Faculty Mentor Department

Social Sciences

Location

LIB 204

This document is currently not available here.

Share

COinS
 
Apr 3rd, 9:30 AM

Differing Video Game Preferences: Education Implications

LIB 204

Video games are a major influence on modern society, and they have evolved into diverse genres. Relatedly, gamification has become a strategy to improve education outcomes. However, different types of games (and therefore gamification) should appeal to different types of learners. Thus, in this study, we measured game genre preferences, along with educationally-relevant individual difference variables. These included need for cognition, metacognitive awareness, and intrinsic motivation. Notably, an effect emerged in which puzzle-based games appealed more to those high in meta-cognitive awareness, intrinsic motivation, or need for cognition. In contrast, action games, involving intense gameplay, appealed to those with lower intrinsic motivation. This suggests gamification strategies if results replicate. For example, educators should gamify lessons with puzzles when intrinsic motivation is high, but use more intense, absorbing gamification designs when intrinsic motivation is low.