Can people’s brainhex type be changed with serious games? Evidence from the banking industry

F. Grosu
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Abstract

Abstract The BrainHex model is one of the most researched models to represent player profiles in games. In this paper the author examines how serious games can be used to change the player profiles over time, even in heavily regulated environments, such as the banking industry. To understand if player archetypes change over time, I have conducted an exploratory study with 2531 bankers over the course of three years. Our results indicate that the players ‘archetypes can potentially be changed with the help of serious games Age of the players and their role in the organization do not influence the change of the main archetypes, but can determine the amplitude of that change. The change appears to be significant across all age groups and roles in the organization and also persistent. A slight decrease in Y3, however, could indicate that the change could be reversible with the passing of time. The statistical analysis of the data collected indicates that the desired change in the main archetype can be obtained by having the players spend between 10 and 20 hours playing personalized serious games that facilitate the desired archetype and that those games should be designed to facilitate an easier level up mechanism. My results both confirm existing studies on the subject and have practical implications for the designers of serious games and gamification mechanisms, by indicating how serious games should be personalized to achieve the desired change in behaviour.
严肃的游戏能改变人们的大脑类型吗?来自银行业的证据
摘要BrainEx模型是在游戏中表示玩家档案的研究最多的模型之一。在这篇论文中,作者研究了如何利用严肃的游戏来随着时间的推移改变玩家的形象,即使是在严格监管的环境中,比如银行业。为了了解玩家原型是否会随着时间的推移而变化,我在三年的时间里对2531名银行家进行了一项探索性研究。我们的研究结果表明,在严肃游戏的帮助下,玩家的原型可能会发生变化。玩家的年龄及其在组织中的角色不会影响主要原型的变化,但可以决定这种变化的幅度。这种变化似乎在组织中的所有年龄组和角色中都是显著的,而且是持续的。然而,Y3的轻微下降可能表明,随着时间的推移,这种变化可能是可逆的。对所收集的数据的统计分析表明,通过让玩家花10到20个小时玩有助于实现所需原型的个性化严肃游戏,可以获得主原型的所需变化,并且这些游戏应该设计为有助于更容易的升级机制。我的研究结果既证实了现有的关于这一主题的研究,也对严肃游戏和游戏化机制的设计者具有实际意义,表明严肃游戏应该如何个性化,以实现预期的行为变化。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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