Introducing game and playful experiences to other application domains through personality and motivation models

2010 
We discuss the use of the PLEX playful experience model a system to introduce games design aspects into alternative application and product domains. We report an exploratory study to relate the relationships between playful experiences and real world values and personalities. The method led to a prototype model of playful experiences associated with values and personality based motivations, emotions and behavior, and could be a useful tool for playful concept creation. As consumer offerings are increasingly differentiated by the quality of the experience, our approach promises to enhance the fun, and widen the engagement, of many products and applications.
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