Personality Type Indicator Models in Serious Games: <i>A case study in a Surgical Navigation Game</i>

dc.authoridCagiltay, Nergiz Ercil/0000-0003-0875-9276
dc.authoridMenekse Dalveren, Gonca Gokce/0000-0002-8649-1909
dc.authorwosidCagiltay, Nergiz/O-3082-2019
dc.authorwosidOzcelik, Erol/AAD-4252-2019
dc.authorwosidMenekse Dalveren, Gonca Gokce/HHS-4591-2022
dc.contributor.authorMenekse, G. G.
dc.contributor.authorCagiltay, N. E.
dc.contributor.authorOzcelik, E.
dc.contributor.otherComputer Engineering
dc.date.accessioned2024-10-06T10:59:49Z
dc.date.available2024-10-06T10:59:49Z
dc.date.issued2015
dc.departmentAtılım Universityen_US
dc.department-temp[Menekse, G. G.; Cagiltay, N. E.] Atilim Univ, Dept Software Engn, Ankara, Turkey; [Ozcelik, E.] Atilim Univ, Dept Comp Engn, Ankara, Turkeyen_US
dc.descriptionCagiltay, Nergiz Ercil/0000-0003-0875-9276; Menekse Dalveren, Gonca Gokce/0000-0002-8649-1909en_US
dc.description.abstractSerious games are a popular concept in both the research and commercial areas. It is agreed that the concept refers to the use of computer games without the main purpose of pure entertainment. In addition to being entertaining, they have some additional educational or training objectives as well. Serious games are used in different areas such as military, government, educational, corporate, and healthcare. However, according to their individual differences, it is not always possible to provide such an educational environment that fits expectations and preferences of all audience. Hence, personalization is becoming an essential issue in serious game environments, which focus on a human-centered paradigm aiming to provide adaptive and personalized services to the users according to the context. However, how such a personalization should be affectively implemented in the design of serious games is a challenge. This study aims to better understand the affect of personality types on game play. For this purpose, a game-based simulation environment which also records all details of the player during the performance of several tasks in the game play was used. Twenty nine students were asked to play the simulation game. Additionally, their personality types were collected based on the theory of psychological types by Carl Jung, the Myers-Briggs Type Indicator (MBTI) which measures personality preferences as defined by Four Dichotomous pairs of mental functions or attitudes. The correlation between these personality types and individual performance measures of players during the game play was analyzed. However no significant correlation between game parameters and the players' personality types has been recorded. This may be because of the limited number of participants that need to be examined in the future studies.en_US
dc.description.woscitationindexConference Proceedings Citation Index - Science
dc.identifier.citation1
dc.identifier.doi[WOS-DOI-BELIRLENECEK-237]
dc.identifier.isbn9781479917563
dc.identifier.issn2380-1603
dc.identifier.scopusqualityN/A
dc.identifier.urihttps://hdl.handle.net/20.500.14411/9030
dc.identifier.wosWOS:000380450800025
dc.identifier.wosqualityN/A
dc.institutionauthorÖzçelik, Erol
dc.language.isoenen_US
dc.publisherIeeeen_US
dc.relation.ispartofInternational Conference on Information Technology Based Higher Education and Training (ITHET) -- JUN 11-13, 2015 -- Lisbon, PORTUGALen_US
dc.relation.ispartofseriesInternational Conference on Information Technology Based Higher Education and Training
dc.relation.publicationcategoryKonferans Öğesi - Uluslararası - Kurum Öğretim Elemanıen_US
dc.rightsinfo:eu-repo/semantics/closedAccessen_US
dc.subjectMyers-Briggs Type Indicator (MBTI)en_US
dc.subjectSerious Gamesen_US
dc.subjectSimulationen_US
dc.subjectEducationen_US
dc.subjectPersonality Typesen_US
dc.titlePersonality Type Indicator Models in Serious Games: <i>A case study in a Surgical Navigation Game</i>en_US
dc.typeConference Objecten_US
dspace.entity.typePublication
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