Digital game technology has been recently introduced in formal training and education through Serious Games applications. Advocates of the new technology highlight the capacity of games to intrinsically motivate and engage users, and the technology’s potential to train users with some realism through the use of high fidelity virtual environments. However, in order to examine the effectiveness of this new medium it is also necessary to look into the individual differences of users, which are rarely accounted for. Not all people respond the same to a given set of stimuli and the different implementations of game elements could significantly influence the users’ levels of engagement and learning transfer. This article provides a framework for exploring the effectiveness of serious games as a training application by exploring the role of different features of digital games as antecedents of engagement, and the moderating effect of individual characteristics on engagement and user acceptance of the medium.
|Title of host publication||Academy of Management annual meeting|
|Publisher||Academy of Management|
|Publication status||Published - 2013|