can the behavior of the player inside the game tell us about his/her personality? can we use that data to help them find the best suitable job for them? or hobbies?
an initial quantitative-qualitative research has began showing a proof of eligibility for further research in that direction.
7. לאישיות המועדפת הסוגה בין הקשר
Game Genre Freedom of
movement
Player
representation
Controls Mission
Pong Platform Small (one axis) Bar Up-down, faster hit ball,
Packman Platform Small (two axis,
same screen)
Packman Up-down-left-right, eat all dots,
avoid enemies
Street fighter Fighter Medium (inside a
ring)
Fighter avatar Move avatar,
jump, kick, magic,
combos
Kill enemy best
out of 3
Warcraft Strategy Extra large (huge
world)
None/ all/
general
Move units, build
houses, armies,
bases
Destroy enemy
base, defend a
base
Angry birds Platform Small (one axis) Birds Drag and aim Sling a bird to
destroy all pigs
Team Fortress II FPS Large (small
world)
Character Move, shoot (3
ranges)
King of the hill,
capture flag
25. מקורות
•חקשוריאן,י( .פברואר12,2013.)גיימיפיקציהבחינוך.Games studies.
•עוז,ש( .2012.)משחק ועיצוב הדרכה עיצוב–הם השונים?.מתוך:י יאיר.ושמואלי
א( .עורכים.)הפתוח המידע עולם:הגבוה בחינוך והוראה לימוד(79-80).רחובות:מכון
למדע ויצמן.
• Bartle, R. (1996). Hearts, clubs, diamonds, spades: players who suit
muds. Journal of MUD research, 1(1), 19.
• Gee, J. P. (2003). What video games have to teach us about learning
and literacy. Computers in Entertainment (CIE), 1(1), 20-20.
• Malone, T. W., & Lepper, M. R. (1987). Making learning fun: A
taxonomy of intrinsic motivations for learning. Aptitude, learning, and
instruction, 3, 223-253.
26. מקורות
• Salen, K. & Zimmerman, E. (2003). Rules of Play: Game Design
Fundamentals. MIT press.
• Schell, J. (2008). The art of game design: a book of lenses.
Amsterdam: Elsevier/Morgan Kaufmann.
• Squire, K. & Jenkins, H. (2004). Harnessing the power of games in
education. Insight (3)1, 5-33. Retrieved October 3rd, 2006 from
• Squire, K. (2005). Changing the game: what happens when video
games enter the classroom. Innovate: Journal of online
education, 1(6).
• Federation of American Scientists (2006). Harnessing the power of
video games for learning. Summit on educational games.