Gender-based Engagement Model for Serious Games

Shahryan Abdulrahman Alserri, Nor Azan Mat Zin, Tengku Siti Meriam Tengku Wook

Abstract


Information and Communications Technology (ICT) has an important impact on the economy globally and in many regions. However, there is a lack of female involvement in ICT fields in many countries, thus motivating female students to take up ICT studies should be made a priority. ICT also improves learning quality and increases outcomes while allowing for easier control of learning systems. Serious Games can be used effectively for learning, and to encourage females to study Computer Science. However, engagement and motivation to play certain types of digital games are affected by gender preference factors, but few studies have looked into digital game design for females. Furthermore, most serious games with Computer Science content do not interest young adult females and the effect of social and cultural content in relation to female players’ gaming experience has not been fully explained. Hence this study identified effective serious game elements - motivational elements that influence a player to engage with digital games, effective educational game elements, female preference elements and elements that influence players to engage with the game. The result is a conceptual model for female engagement with serious games. The proposed model will be implemented in a game prototype design to increase the engagement of undergraduate females studying Computer Science.


Keywords


Gender; Serious Game; Computer Science; ICT; engagement; motivation; female’s preferences

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References


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DOI: http://dx.doi.org/10.18517/ijaseit.8.4.6490

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