Personality Type Indicator Models in Serious Games: <i>a Case Study in a Surgical Navigation Game</I>

dc.authorid Cagiltay, Nergiz Ercil/0000-0003-0875-9276
dc.authorid Menekse Dalveren, Gonca Gokce/0000-0002-8649-1909
dc.authorwosid Cagiltay, Nergiz/O-3082-2019
dc.authorwosid Ozcelik, Erol/AAD-4252-2019
dc.authorwosid Menekse Dalveren, Gonca Gokce/HHS-4591-2022
dc.contributor.author Menekse, G. G.
dc.contributor.author Cagiltay, N. E.
dc.contributor.author Ozcelik, E.
dc.contributor.other Computer Engineering
dc.date.accessioned 2024-10-06T10:59:49Z
dc.date.available 2024-10-06T10:59:49Z
dc.date.issued 2015
dc.department Atılım University en_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, Turkey en_US
dc.description Cagiltay, Nergiz Ercil/0000-0003-0875-9276; Menekse Dalveren, Gonca Gokce/0000-0002-8649-1909 en_US
dc.description.abstract Serious 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.woscitationindex Conference Proceedings Citation Index - Science
dc.identifier.citationcount 1
dc.identifier.isbn 9781479917563
dc.identifier.issn 2380-1603
dc.identifier.uri https://hdl.handle.net/20.500.14411/9030
dc.identifier.wos WOS:000380450800025
dc.institutionauthor Özçelik, Erol
dc.language.iso en en_US
dc.publisher Ieee en_US
dc.relation.ispartof International Conference on Information Technology Based Higher Education and Training (ITHET) -- JUN 11-13, 2015 -- Lisbon, PORTUGAL en_US
dc.relation.ispartofseries International Conference on Information Technology Based Higher Education and Training
dc.relation.publicationcategory Konferans Öğesi - Uluslararası - Kurum Öğretim Elemanı en_US
dc.rights info:eu-repo/semantics/closedAccess en_US
dc.subject Myers-Briggs Type Indicator (MBTI) en_US
dc.subject Serious Games en_US
dc.subject Simulation en_US
dc.subject Education en_US
dc.subject Personality Types en_US
dc.title Personality Type Indicator Models in Serious Games: <i>a Case Study in a Surgical Navigation Game</I> en_US
dc.type Conference Object en_US
dc.wos.citedbyCount 1
dspace.entity.type Publication
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