Understanding the effects of gender, age, and cultural orientation on users’ flow experience during the use of a gameful educational system

dc.contributor.authorAinur Issabek
dc.contributor.authorWilk Oliveira
dc.contributor.authorJuho Hamari
dc.contributor.authorAndrey Bogdanchikov
dc.date.accessioned2025-09-09T09:12:01Z
dc.date.available2025-09-09T09:12:01Z
dc.date.issued2023
dc.description.abstractGameful approaches (e.g., gamification, games, and alternate reality games) have been widely used in education in recent years. However, the results are still contradictory and generated different challenges. One of the main challenges is to understand how different individual aspects affect the users’ experience in gameful educational systems. To face this challenge, in this paper, we present a study (N = 205) analyzing the effects of demographic aspects (i.e., age, gender, and cultural orientation) on users’ flow experience (i.e., challenge-skill balance, action awareness merging, clear goals, unambiguous feedback, concen tration, sense of control, loss of self-consciousness, transformation of time, and autotelic experience) during the use of a gamified educational system. The main results indicated that age positively affected the overall flow experience while individualism negatively affected the overall flow experience. Our results contribute to the fields of educational technologies and gamification, providing insights into how different demographic aspects can affect the user flow experience in gamified educational systems.
dc.identifier.citationAinur Issabek, Wilk Oliveira, Juho Hamari, Andrey Bogdanchikov / Understanding the effects of gender, age, and cultural orientation on users’ flow experience during the use of a gameful educational system / Institute of Electrical and Electronics Engineers / 2023
dc.identifier.urihttps://repository.sdu.edu.kz/handle/123456789/1969
dc.language.isoen
dc.publisherInstitute of Electrical and Electronics Engineers
dc.rightsAttribution-NonCommercial-ShareAlike 4.0 Internationalen
dc.rights.urihttp://creativecommons.org/licenses/by-nc-sa/4.0/
dc.subjectgameful approaches,
dc.subjectgamified education
dc.subjectflow experience
dc.subjectdemographic aspects
dc.subjectuser study
dc.titleUnderstanding the effects of gender, age, and cultural orientation on users’ flow experience during the use of a gameful educational system

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