A player-centric approach to designing spatial skill training games

Helen Wauck, Elisa D. Mekler, Wai Tat Fu

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

3 Citations (Scopus)

Abstract

Certain video games show promise as tools for training spatial skills, one of the strongest predictors of future success in STEM. However, little is known about the gaming preferences of those who would benefit the most from such interventions: low spatial skill students. To provide guidance on how to design training games for this population, we conducted a survey of 350 participants from three populations: online college-age, students from a low SES high school, and students from a high SES high school. Participants took a timed test of spatial skills and then answered questions about their demographics, gameplay habits, preferences, and motivations. The only predictors of spatial skill were gender and population: female participants from online and low SES high school populations had the lowest spatial skill. In light of these findings, we provide design recommendations for game-based spatial skill interventions targeting low spatial skill students.

Original languageEnglish
Title of host publicationCHI 2019 - Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
PublisherACM
ISBN (Electronic)9781450359702
DOIs
Publication statusPublished - 2 May 2019
MoE publication typeA4 Article in a conference publication
EventACM SIGCHI Annual Conference on Human Factors in Computing Systems - Glasgow, United Kingdom
Duration: 4 May 20199 May 2019
https://chi2019.acm.org/

Conference

ConferenceACM SIGCHI Annual Conference on Human Factors in Computing Systems
Abbreviated titleACM CHI
CountryUnited Kingdom
CityGlasgow
Period04/05/201909/05/2019
Internet address

Keywords

  • Cognitive training
  • Emotions
  • Gender
  • Motivation
  • Spatial reasoning
  • Video games

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