Abstract
The present research investigates the effects of Personality Traits (PTs) and Game Design Elements (GDEs) on Player Enjoyment (PE) in the context of serious games. Three Games With A Purpose (GWAPs) were created to revise and correct automatically tagged Parts-of-Speech (PoS) of the Corpus Oral y Sonoro del Español Rural (COSER, [5], ‘Audible Corpus of Spoken Rural Spanish’), the most extensive collection of spoken dialectal Spanish data. The ultimate goal of the project is to build a morpho-syntactically annotated and parsed corpus of the European Spanish dialects through a crowd-sourced gaming environment, whereby players assign a PoS, i.e., a grammatical category (e.g., verb, noun, adjective, pronoun), to a word in an input text thereby confirming or correcting the automatically tagged PoS. This task has been implemented in three GWAPs: Agentes, Tesoros, and Anotatlón. Each game concept includes a set of GDEs (e.g., rewards, challenges, leaderboards, among others) to investigate their influence on PE. This study, which includes 54 participants, shows associations between PTs and GDEs, and some GDEs yielded a positive correlation with PE. These findings hold the potential to inspire future research and guide the design of future serious games.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
Notes
- 1.
In this study, the terms ‘Interest/Enjoyment’ and ‘PE’ are used interchangeably since the former serves as a measure for the latter.
References
Boyle, E.A., Connolly, T.M., Hainey, T., Boyle, J.M.: Engagement in digital entertainment games: a systematic review. Comput. Hum. Behav. 28(3), 771–780 (2012). https://doi.org/10.1016/j.chb.2011.11.020
Caroux, L., Isbister, K., Le Bigot, L., Vibert, N.: Player-video game interaction: a systematic review of current concepts. Comput. Hum. Behav. 48(C), 366–381 (2015). https://doi.org/10.1016/j.chb.2015.01.066
Chamberlain, J., Fort, K., Kruschwitz, U., Lafourcade, M., Poesio, M.: Using games to create language resources: successes and limitations of the approach. In: Gurevych, I., Kim, J. (eds.) The People’s Web Meets NLP. TANLP, pp. 3–44. Springer, Heidelberg (2013). https://doi.org/10.1007/978-3-642-35085-6_1
Chamberlain, J., et al.: Phrase detectives: a web-based collaborative annotation game. In: Proceedings of the International Conference on Semantic Systems (I-Semantics 2008), pp. 42–49. Verlag der Technischen Universität Graz, Graz (2008)
Fernández-Ordóñez, I.: Corpus Oral y Sonoro del Español Rural (2005-present). http://www.corpusrural.es. Aaccessed 20 Sept 2023
Fort, K., Guillaume, B., Chastant, H.: Creating zombilingo, a game with a purpose for dependency syntax annotation. In: ACM International Conference Proceeding Series, pp. 2–6. Association for Computing Machinery, New York (2014). https://doi.org/10.1145/2594776.2594777
Goldberg, L.R.: The development of markers for the big-five factor structure. Psychol. Assess. 4, 26–42 (1992)
Gosling, S.D., Rentfrow, P.J., Potter, J.: Norms for the ten item personality inventory. Unpublished data (2014)
Gosling, S.D., Rentfrow, P.J., Swann, W.B.: A very brief measure of the Big-Five personality domains. J. Res. Pers. 37(6), 504–528 (2003). https://doi.org/10.1016/S0092-6566(03)00046-1
Jia, Y., Xu, B., Karanam, Y., Voida, S.: Personality, targeted gamification: a survey study on personality traits and motivational affordances. In: Conference on Human Factors in Computing Systems - Proceedings (CHI 2016), pp. 2001–2013. Association for Computing Machinery, New York (2016). https://doi.org/10.1145/2858036.2858515
John, O.P., Srivastava, S.: The Big Five trait taxonomy: history, measurement, and theoretical perspectives. Handb. Personal. Theory Res. 2(510), 102–138 (1999)
McAuley, E.D., Duncan, T., Tammen, V.V.: Psychometric properties of the intrinsic motivation inventory in a competitive sport setting: a confirmatory factor analysis. Res. Q. Exerc. Sport 60(1), 48–58 (1989). https://doi.org/10.1080/02701367.1989.10607413
Mekler, E.D., Bopp, J.A., Tuch, A.N., Opwis, K.: A systematic review of quantitative studies on the enjoyment of digital entertainment games. In: Conference on Human Factors in Computing Systems - Proceedings, pp. 927–936. Association for Computing Machinery, New York (2014). https://doi.org/10.1145/2556288.2557078
Nagle, A., Wolf, P., Riener, R.: Towards a system of customized video game mechanics based on player personality: relating the Big Five personality traits with difficulty adaptation in a first-person shooter game. Entertain. Comput. 13, 10–24 (2016). https://doi.org/10.1016/j.entcom.2016.01.002
Nivre, J., et al.: Universal dependencies v2: an evergrowing multilingual treebank collection. In: Proceedings of The 12th Language Resources and Evaluation Conference, pp. 4034–4043. European Language Resources Association, Marseille (May 2020). https://www.aclweb.org/anthology/2020.lrec-1.497
Park, J., Song, Y., Teng, C.I.: Exploring the links between personality traits and motivations to play online games. Cyberpsychol. Behav. Soc. Netw. 14(12), 747–751 (2011). https://doi.org/10.1089/cyber.2010.0502
Poesio, M., Chamberlain, J., Kruschwitz, U.: Crowdsourcing. In: Ide, N., Pustejovsky, J. (eds.) Handbook of Linguistic Annotation, pp. 277–295. Springer, Dordrecht (2017). https://doi.org/10.1007/978-94-024-0881-2_10
Ryan, R.M., Mims, V., Koestner, R.: Relation of reward contingency and interpersonal context to intrinsic motivation: a review and test using cognitive evaluation theory. J. Pers. Soc. Psychol. 45(4), 736–750 (1983). https://doi.org/10.1037/0022-3514.45.4.736
Segundo Díaz, R.L., Rovelo Ruiz, G., Bouzouita, M., Coninx, K.: Building blocks for creating enjoyable games-a systematic literature review. Int. J. Hum Comput Stud. 159, 102758 (2022). https://doi.org/10.1016/j.ijhcs.2021.102758
Tondello, G.F., Nacke, L.E.: Validation of user preferences and effects of personalized gamification on task performance. Front. Comput. Sci. 2, 29 (2020). https://doi.org/10.3389/fcomp.2020.00029
Von Ahn, L., Dabbish, L.: Designing games with a purpose. Commun. ACM 51(8), 58–67 (2008). https://doi.org/10.1145/1378704.1378719
Acknowledgements
This research is part of the project ‘A (Respeaking and) Collaborative Game-Based Approach to Building a Parsed Corpus of European Spanish Dialects’ funded by the Flemish Research Fund (FWO; I000418N; PI: M. Bouzouita; 2018–2023).
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2024 The Author(s), under exclusive license to Springer Nature Switzerland AG
About this paper
Cite this paper
Segundo Díaz, R.L., Rovelo, G., Bouzouita, M., Hoste, V., Coninx, K. (2024). The Influence of Personality Traits and Game Design Elements on Player Enjoyment: An Empirical Study on GWAPs for Linguistics. In: Dondio, P., et al. Games and Learning Alliance. GALA 2023. Lecture Notes in Computer Science, vol 14475. Springer, Cham. https://doi.org/10.1007/978-3-031-49065-1_20
Download citation
DOI: https://doi.org/10.1007/978-3-031-49065-1_20
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-031-49064-4
Online ISBN: 978-3-031-49065-1
eBook Packages: Computer ScienceComputer Science (R0)