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 contribution

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 (US)
Title of host publicationCHI 2019 - Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
PublisherAssociation for Computing Machinery
ISBN (Electronic)9781450359702
DOIs
StatePublished - May 2 2019
Event2019 CHI Conference on Human Factors in Computing Systems, CHI 2019 - Glasgow, United Kingdom
Duration: May 4 2019May 9 2019

Publication series

NameConference on Human Factors in Computing Systems - Proceedings

Conference

Conference2019 CHI Conference on Human Factors in Computing Systems, CHI 2019
Country/TerritoryUnited Kingdom
CityGlasgow
Period5/4/195/9/19

Keywords

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

ASJC Scopus subject areas

  • Software
  • Human-Computer Interaction
  • Computer Graphics and Computer-Aided Design

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