Gender-based engagement model for serious games

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

Research output: Contribution to journalArticle

Abstract

Information and Communications Technology (ICT) improve learning quality and increases outcomes while allowing for more natural control of learning systems. It has a significant impact on the economy in many regions. However, there is a lack of female engagement in ICT fields in many countries. Serious Games are effective tools for learning, and it can be used to motivate women to study Computer Science. Gender preference factors affect engagement and motivation to play certain types of digital games, but few studies have designed digital games for females. Furthermore, most games with Computer Science content do not interest young adult females and fail to describe how the social and cultural content of the game explains the game experience of female players. As a solution, an extensive study of related literature on effective Serious Game elements, including motivational elements that influence a player to engage with digital games, effective educational game elements, female preference elements regarding digital games, and elements that impact the motivation of players to engage with the game was conducted. The result is a conceptual model for gender-based engagement in Serious Games. The proposed model will be implemented to increase the engagement of undergraduate females in Computer Science.

Original languageEnglish
Pages (from-to)1350-1357
Number of pages8
JournalInternational Journal on Advanced Science, Engineering and Information Technology
Volume8
Issue number4
DOIs
Publication statusPublished - 1 Jan 2018

Fingerprint

Computer science
computer science
gender
learning
information technology
communications technology
Communication
Learning
Learning systems
Motivation
Technology
Video Games
college students
young adults
Serious games
Young Adult

Keywords

  • Computer science
  • Engagement
  • Female's preferences
  • Gender
  • ICT
  • Motivation
  • Serious game

ASJC Scopus subject areas

  • Computer Science(all)
  • Agricultural and Biological Sciences(all)
  • Engineering(all)

Cite this

Gender-based engagement model for serious games. / Alserri, Shahryan Abdulrahman; Mat Zin, Nor Azan; Tengku Wook, Tengku Siti Meriam.

In: International Journal on Advanced Science, Engineering and Information Technology, Vol. 8, No. 4, 01.01.2018, p. 1350-1357.

Research output: Contribution to journalArticle

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