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Exploring the Impact of Role Model Avatars on Game Experience in Educational Games

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Published:05 October 2015Publication History

ABSTRACT

Studies show that role models can boost academic performance. In this paper, we describe an experiment (N = 890) exploring the use of (a) scientist role models, (b) athlete role models and (c) simple geometric shapes, as game avatars. Using the Game Experience Questionnaire (GEQ), we find that over all participants, the use of avatars that looked like scientist and athlete role models led to highest flow and immersion. For female participants, the use of scientist avatars led to highest immersion and positive affect, and lowest tension and negative affect. The results here indicate that role model avatars have the potential to positively affect player game experience. This may especially be impactful for educational games, in which higher engagement could in turn influence learning outcomes.

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  1. Exploring the Impact of Role Model Avatars on Game Experience in Educational Games

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          cover image ACM Conferences
          CHI PLAY '15: Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play
          October 2015
          852 pages
          ISBN:9781450334662
          DOI:10.1145/2793107

          Copyright © 2015 Owner/Author

          Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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          Association for Computing Machinery

          New York, NY, United States

          Publication History

          • Published: 5 October 2015

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          Acceptance Rates

          CHI PLAY '15 Paper Acceptance Rate40of144submissions,28%Overall Acceptance Rate421of1,386submissions,30%

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