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Hardware

Cognitive
Preference

A v a t a r

Hardware usability
responses
Age
Behaviour Data Universe
Gender

Software usability
responses
Emotional

(pheripherials)
Education
Gameplay experience

(interface)
responses
Years
playing
G Interactivity
Game Genre
Preference

Purpose
Data Technology
Motivation

Game events
Marketing
Awareness
Engagement Game
(psychological proximity)
Player Computer
FUN (gameplay evaluation)

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