Which of the “big five” personality dimensions refers to being talkative and energetic?

Role of the Architect

Murat Erder, Pierre Pureur, in Continuous Architecture, 2016

Big Five Personality Traits

As stated earlier, MBTI has attracted criticism in recent years. The proposed alternative by most critics is the big five personality traits. The five-factor model (FFM), which the big five personality traits is based on, was developed by several researchers throughout the past decades, including Norman (1967), Smith (1967), Goldberg (1981), and McCrae and Costa (1987).11 The key strength claimed by the FFM model is that it is based on empirical research that shows consistency across time, culture, and age groups. It is also considered more structured because the five traits do not overlap. At a high level, the traits are (Figure 8.2):

Which of the “big five” personality dimensions refers to being talkative and energetic?

Figure 8.2. Five-factor model.

Openness to experience: People with a strong tendency in this trait are considered to be imaginative and creative. They are willing to try new things and are open to ideas.

Conscientiousness: People with a strong tendency in this trait are considered to be goal focused and organized and have self-discipline. They follow rules and plan their actions.

Extraversion: People with a strong tendency in this trait are considered to be outgoing and energetic. They obtain their energy from the company of other people and are defined as being assertive and enthusiastic.

Agreeableness: People with a strong tendency in this trait are considered to be compassionate, kind, and trustworthy. They value getting along with other people and are tolerant.

Neuroticism: People with a strong tendency in this trait are considered to be anxious, self-conscious, impulsive, and pessimistic. They experience negative emotions relatively easily.

There also have been studies that investigate applying the FFM to software engineering teams.12,13 These studies focus on multiple roles within a software team and not particularly on software architects. However, they do look at key traits for software designers. Based on their analysis, the key trait that has to be strong for software architects is agreeableness. This result supports the Continuous Architecture view that at least 50% of the role of an architect is to focus on communication. (We discuss this in detail in Chapter 9.) The other traits that we think are important for architects are openness to experience and conscientiousness.

It is interesting to note that most of these studies do not explicitly define the role of an architect but refer to the role of a software designer. We are not particularly concerned about the difference between what we would call a solution architect and a software designer. The main differences are in the scale they are operating in. The role of a software designer can be said to happen at a lower level of granularity than a solution architect. Regardless, both are involved in making architecture or design decisions related to a software product. Because we have already stated that Continuous Architecture also applies to the dimension of scale, then both roles should reflect similar capabilities and responsibilities.

Read full chapter

URL: https://www.sciencedirect.com/science/article/pii/B9780128032848000087

Narcissism as a Predictor of Self-Presentation

Pavica Sheldon, ... James M. Honeycutt, in The Dark Side of Social Media, 2019

Narcissism and Twitter

While narcissism is associated with social media usage in various genres as noted above, it is especially associated with Twitter usage. This section will review various findings. It is too bad that we cannot tweet these results as we are writing this for more narcissistic coverage. McKinney, Kelley, and Duran (2012) argue that Twitter is a good venue for narcissists because it allows them to answer the question, “What are you doing?” in terms of 140 characters or less. Followers are supposedly interested in one’s moment-to-moment postings, which suggests egocentrism, self-aggrandizement, and self-importance—the very characteristics of narcissistic individuals. Their study revealed that being open about sharing information about oneself was significantly related to the frequency of using Facebook and Twitter to provide self-focused updates, while high scores on narcissism were associated with a larger number of Facebook friends and with the number of self-focused “tweets” that people send. In addition, posting selfies on social media is another reflection of narcissism (Murray, 2015).

The Big Five personality traits are stable, primordial personality traits that consist of neuroticism, openness, conscientiousness, extraversion, and agreeableness (Cobb-Clark & Schurer, 2012; Honeycutt et al., 2013; McCrae & Terracciano, 2005). Openness reflects the degree of intellectual curiosity, creativity, and preference for novelty and variety. Conscientiousness is the predisposition to show self-discipline and refers to planning, organization, and dependability. Extraversion reflects the need to seek stimulation in the company of others, sociability, and talkativeness. Agreeableness is the tendency to be compassionate and cooperative towards others. Finally, neuroticism reveals the tendency to experience negative emotions such as anger, anxiety, depression, or vulnerability. Neuroticism reflects emotional stability and control of impulses.

McCain and Campbell (2016) summarize a few findings on the Big Five traits and social media usage. They indicate how the traits associated with narcissism reflect a trait model of narcissism as opposed to a state or situational model in which people are narcissistic in some platforms and less narcissistic in others. In Big Five terms, grandiose narcissism is associated with high levels of extraversion and openness and low levels of agreeableness (Miller et al., 2011). Extraverts have larger social networks in general (Pollet, Roberts, & Dunbar, 2011; Roberts, Wilson, Fedurek, & Dunbar, 2008) and spend more time and generate more content on social media sites (Gosling, Augustine, Vazire, Holtzman, & Gaddis, 2011). Thus narcissists’ tendency to have more friends and generate more content on social media may be associated with their extraversion. Conversely, vulnerable narcissism is associated with low agreeableness and neuroticism. These findings suggest that anxiety is associated with increased social media usage.

Qiu, Lin, Ramsay, and Yang (2012) measured the “Big Five” personality traits of openness, conscientiousness, extraversion, agreeableness, and neuroticism among 142 Twitter users. They analyzed their participants’ tweets over a month-long period and used a software program called Linguistic Inquiry and Word Count to look for patterns in the language they used. They found that extraverts used more assent words, fewer functional words, and fewer impersonal pronouns. Openness was negatively related to the use of adverbs, swear words, affect words, and nonfluent words, but positively related to prepositions. When Qiu and his colleagues asked those who had never met the Twitter users to judge their personalities based only on their Twitter feeds, they found that people could accurately judge two of the Big Five dimensions—neuroticism and agreeableness.

Read full chapter

URL: https://www.sciencedirect.com/science/article/pii/B9780128159170000022

Human and Population Genetics

Gerty J.L.M. Lensvelt-Mulders, in Encyclopedia of Social Measurement, 2005

Path Analysis for Twin Research

Behavior genetics uses quantitative genetic analysis as a tool. Quantitative genetic analysis is the theoretical basis for the statistical analysis of variation in populations. The statistical tool is more commonly known under the names “structural equation modeling” or “path analysis.” Model estimation has many advantages over the classic approach. The graphical reproduction of structural models is very helpful for making the assumptions of the twin design more explicit (see Fig. 1). Using path models makes it possible to test different models against each other and to opt for the model that best fits the data. The fit of the model can be expressed in goodness-of-fit statistics and the estimates for genetic and environmental effects are given together with their standard errors.

Which of the “big five” personality dimensions refers to being talkative and energetic?

Figure 1. Univariate path model for genetic analysis of twins reared together. Extrav1, level of extraversion for twin 1. Extrav2, level of extraversion for co-twin 2. E, unique environmental effects. A, additive genetic effects. D, effects of dominance and epistatis. C, effect of common environment.

Many different complex and multivariate models are already commonly used, but here quantitative genetic analysis using the most basic univariate model for genetic analysis is illustrated. This model can easily be extended to multivariate and longitudinal designs as well as designs that go beyond the twin design and investigate the more complex genetic and environmental relationships between different relatives.

Figure 1 represents the simplest path model for MZ and DZ twins reared together. The genetic theory as outlined above is reflected in the model. By convention, the observed or dependent variables are drawn as rectangles and the latent, independent variables are shown as circles. Single-headed arrows are used to define causal relations or paths and double-headed arrows are used to define covariances. Also by convention, uppercase letters are used to define the latent variables and lowercase letters are used to represent the paths and double-headed arrows. An example from research on extraversion is used to illustrate the model. Extraversion is one of the Big Five personality traits. It is associated with active, impulsive, and social behavior, where people who exhibit high levels of these behaviors are called extraverts and people who exhibit low levels of these behaviors are called introverts. The variables in the squares are the observed levels of extraversion for twin 1 and co-twin 2. The latent variables (circles) come from behavior genetic theory. E stands for the unique environment and by definition random error is incorporated in E; A stands for the additive genetic effects, D stands for the effects of dominant genes and epistasis, and C stands for the effects of the common environment. The covariation between both genetic effects is defined for MZ as well as for DZ twins; where MZ twins show a correlation of 1, they are of the same genotype and DZ twins show a correlation of 0.5 for additive genetic effects and 0.25 for dominance effects.

Since quantitative genetic analysis has a strong regression component, the model can be also defined from its underlying regression structures

P1=eE1+aA1+dD1+cC1,

and

P2=eE2+a A2+dD2+cC2,

where P1 and P2 are the phenotypes of two co-twins. As can be derived from the regression equation, the phenotype is assumed to be a linear function of the underlying genetic and environmental effects. The total variance of the observed measure is composed from the factor loadings as:

Vp=a2+d2+c2+e2.

In the classical twin study that uses twins that are reared together, C and D cannot be modeled in one analysis, because then they become confounded and the model cannot be identified. Using this path diagram, different models can be tested. First, the simplest model that takes only the unique environmental and additive genetic effects into account is examined. In the second step, this model can be extended with common environmental or dominance effects, depending on the difference between the intraclass correlations of the MZ and DZ twins in the sample. When the intraclass correlation of the MZ twins is less than twice the intraclass correlation of the DZ twins, a model that allows for common environmental effects is chosen, because the DZ twins resemble each other more than could be expected on the basis of their genotype alone. When the intraclass correlation of the MZ twins is larger than twice the intraclass correlation of the DZ twins, a model that allows for dominance effects is chosen, because the DZ twins differ more than could be expected from theory. Finally, a model that excludes every genetic effect, the CE model that states that all individual differences are attributable to environmental effects, can be chosen.

Using these three models, the way that models are compared and tested is discussed here. In Table I, the path estimates, as well as the goodness-of-fit measure (here, the normed fit index), are given. In the study here examined, the intraclass correlation for MZ twin pairs was 0.5 and for DZ twin pairs it was 0.39, which could be an indication of common environmental effects.

Table I. Results of a Univariate Quantitative Genetic Analysis on Extraversion

Model
AEACECE
χ2 3.086 2.405 3.524
df 4 3 4
P 0.544 0.439 0.423
VA 0.47 0.13
VE 0.53 0.56 0.58
VC 0.31 0.42
NFI 0.98 0.98 0.98
AIC 7.086 7.524

Note: AE, model includes additive genetic and unique environmental effects. ACE, model includes additive genetic and unique and common environmental effects. CE, model includes only environmental effects. VA, phenotypic variance explained by genetic effects. VE, phenotypic variance explained by unique environmental effects. VC, phenotypic variance explained by common environmental effects. NFI, normed fit index for large samples. AIC, Akiaki's information criterion.

These results show that a model that incorporates only additive genetic and unique environmental effects has a nice fit (χ2/df < 1; NFI = 0.98). From the data, it can be seen that 47% of the variance in extraversion levels in the population can be attributed to additive genetic effects and 53% of the total variance can be attributed to unique environmental effects. But is this the best-fitting model or has the shared environment also had a significant effect on the development of the trait? To address this question, a model that includes additive genetic effects, unique environmental effects, and common environmental effects needs to be tested. To accomplish this, one degree of freedom must be sacrificed. This model also fits (χ2/df < 1; NFI = 0.98), but does it fit significantly better compared to the more parsimonious AE model? When models are nested, the likelihood ratio test is used to solve this question. As goodness-of-fit measure, the χ2 values are obtained. The difference between χ2 values can be interpreted as a measure for the significance of path C, χ2AE − χ2ACE = 0.681, which is not large enough to compensate for the loss of one degree of freedom. Thus, the model including common environmental effects does not explain the data significantly better than the first model with only additive and unique effects.

The next model tested does not assume any genetic effects on the trait, only environmental effects. This model also seems to fit the data (χ2/df < 1). Because this model (CE) is not nested in the first model (AE), it is not possible to compare both models using a likelihood ratio test. When models are not nested, the model with the smallest Akaiki's information criterion (AIC) is considered the best model, because AIC is a measure of the parsimoniousness of a model. Therefore, it can be concluded that a model with only additive genetic and unique environmental effects suffices to explain the data.

Read full chapter

URL: https://www.sciencedirect.com/science/article/pii/B0123693985005181

A comprehensive meta-analysis on Problematic Facebook Use

Claudia Marino, ... Marcantonio M. Spada, in Computers in Human Behavior, 2018

3.3 Associations between Problematic Facebook Use, personality and self-esteem

Results about the Big Five personality traits showed that the traits more clearly correlated with problematic Facebook use were neuroticism and conscientiousness with opposite signs: a mean positive correlation of r = .22, 95% CI [.19, .26], k = 16, Z = 10.96, p < .001 for neuroticism, and a mean negative correlation of r = −.16, 95% CI [-.21, −.09], k = 15, Z = −4.82, p < .001 for conscientiousness. The other three traits were negatively, but only mildly associated with problematic Facebook use (for detailed results see Table 2). Moderator analyses showed that the mean age of the sample significantly moderated the link between problematic Facebook use and openness (β = .017, p < .001), indicating that this effect was larger for older samples.

Regarding self-esteem, as expected the effect was negative, r = −.23, 95% CI [-.28, −.18], k = 8, Z = −8.39, p < .001. Significant heterogeneity emerged also for this variable (Q(7) = 15.65, p < .05) but none of the moderators were significant.

Read full article

URL: https://www.sciencedirect.com/science/article/pii/S0747563218300670

A survey on mobile affective computing

Eugenia Politou, ... Constantinos Patsakis, in Computer Science Review, 2017

3.1 Big-Five personality traits recognition

Modern psychologists and computer scientists are in a constant pursuit of automatic personality recognition and classification and to this end, they utilise all available information sources. For example, researchers in [107] analysed audio from meetings in order to classify participants according to the Big Five personality traits model. Quite recently, mobile sensing technology has been also employed in order to investigate similar phenomena. According to a study for the relationships between personality and mobile phone use [108], it was found that personality traits can explain patterns of mobile phone usage, for instance extraverts and perhaps disagreeable individuals were less likely to value incoming calls, while disagreeable extraverts also reported using mobile phones more and spent more time adjusting ringtones and wallpapers. Vice versa, the process of inferring personality traits from patterns of smartphone usage is the purpose of several research works in mobile affective computing.

One such work is described in [109] where the authors analyse the relationship between smartphone usage and personality traits. The use of web, music, video, maps and other applications together with the traditional call and SMS usage, the proximity information derived from Bluetooth and the use of camera, are employed to demonstrate that aggregated features obtained from smartphone usage data can be indicators of the Big-Five personality traits. Additionally, TIPI questionnaire [81] is used to measure self-perceived personality and assess inference results which were found rather promising. The research team extended its work in [103] both in terms of experiment’s population and duration as well as in terms of the experimental framework which was enhanced in order to anonymise sensitive information extracted from usage logs and phone sensors.

Similarly, in [110] the use of anonymised mobile phone call usage data to automatically infer users’ personality (as characterised by the Big Five model) in a privacy-preserving manner is described. The necessary information is extracted from call detail records, including variables obtained from social network analysis of the calls, and a model selection applied to come up with the selected features for predicting users’ personality. The chosen features included the duration of received phone calls, the number of received and placed phone calls as well as the number of SMSs and MMSs sent or received at different times of the day. Participants filled in a 50-item version of the IPIP public domain Big Five questionnaire [84] to collect ground truth about participants’ personality profile. Staiano et al. [111] carried on the work further by extending the social network structural properties for the purpose of inferring and predicting personality and other psychological variables through contextual data collected from mobile phones. The data used in the study are proximity data derived from Bluetooth sensor, calls logs from which a social network is built and data coming from surveys where participants enter self-reported information about personality (Big Five) and relationships among subjects.

To meet a similar goal for predicting users Big-Five personalities, and thus emotional stability, in [112] researchers demonstrated that user personality can be reliably inferred from basic information accessible from all commodity smartphones. The features used in the research fall under 5 broad categories: basic phone use (e.g., number of calls, number of texts), active user behaviours (e.g., number of call initiated, time to answer a text), location (radius of gyration, number of places from which calls have been made), regularity (e.g., temporal calling routine, call and text inter-time) and diversity (call entropy, number of interactions by number of contacts ratio). Participants completed the Big Five Inventory (BFI-44) [75] for measuring their personality and the classification reached up to 61% accuracy on a three-class problem on each of the five personality dimensions.

Read full article

URL: https://www.sciencedirect.com/science/article/pii/S1574013717300382

Deep learning based fusion strategies for personality prediction

Kamal El-Demerdash, ... Sherif Abdou, in Egyptian Informatics Journal, 2022

4.3 Results and discussion

The results will be evaluated using accuracy metric as the key performance indicator, which is the official metric used for big five personality trait prediction in the literature as a binary classification task. Accuracy is the classification percentage that is right in all data classification.

The formula for quantifying binary accuracy is:

(4)Accuracy=TP+TF TP+TF+FP+FN

where: TP = True positive; FP = False positive; TN = True negative; FN = False negative

4.3.1 Comparative study results

All classification results obtained by using Elmo, ULMFiT, and BERT, fine-tuned and tested with each dataset separately can be seen in Tables 5 and 6. Table 5 shows the result obtained by using the Essays dataset with the three models. The fine-tuning of BERT shows the highest accuracy in EXT trait with 59.95%, CON trait with 58.93%, and OPN traits with 64.30%. While the highest accuracy in NEU trait obtained by using ELMo with 61% and the ULMFiT model outperformed in AGR trait with 59.25% accuracy. The highest average accuracy for all traits is 60.43% obtained by using BERT followed by ULMFiT with 59.88% then ELMo ranked last with 59.71%.

Table 5. Traits Accuracy for each Model Fine-Tuning and Testing on Essays Dataset.

ModelEXTNEUAGRCONOPNAverage
ELMo 59.23 61.00 58.31 57.32 62.68 59.71
ULMFiT 58.89 59.92 59.25 57.97 63.36 59.88
BERT 59.95 60.16 58.80 58.93 64.30 60.43

Table 6. Traits Accuracy for each Model Fine-Tuning and Testing on myPersonality Dataset.

ModelEXTNEUAGRCONOPNAverage
ELMo 76.59 77.58 62.75 63.35 79.00 71.85
ULMFiT 77.00 76.25 62.35 64.55 78.35 71.70
BERT 79.50 78.00 61.00 62.00 80.00 72.10

Table 6 shows the result obtained by using the myPersonality dataset with the three models. The highest accuracy in EXT trait with 79.50%, NEU trait with 78%, and in OPN trait with 80% is dominated by BERT. However, the highest accuracy in CON trait is 64.55% obtained by using ULMFiT, and the AGR trait outperformed by ELMo with 62.75% accuracy. The highest average accuracy for all traits is 72.10% obtained by using BERT, followed by ELMo with 71.85% then ULMFiT ranked last with 71.70%. The observations with this comparative study are, on one hand, the prediction of OPN trait, which dominated on the highest accuracy with all models across the two datasets, which indicate that it has obvious cues most easily predicted in the text data. On the other hand, the BERT model obtained the highest accuracy with EXT and OPN traits along with the highest average accuracy for all traits across the two datasets but there is no pre-trained model that dominated all big-five personality traits. Consequently, BERT has confirmed to be a great option in an industry environment where big data are available. BERT is also the more suitable choice when we have to predict a big five personality traits than ELMo or ULMFiT.

4.3.2 The proposed model results

After designing and experimented with the three models separately with each dataset and identified the optimal performance for the three classifiers, we applied them to the fused dataset (Essays training data + myPersonality training data) to find out the accuracy of classification results for each model when fine-tuned with different data sources. In addition to that, to perform the classifier fusion using the fixed rules method as shown in Section 3.1, each trait classification results are obtained separately along with each classifier through the predicted probability as 0 for the negative trait or 1 for the positive one. Then, we apply the fusion rules posterior probability for each text data point in the test data set and convert it after that to the predicted label. We noticed similar performance across these fusion fixed rules and reported the mean fusion method which was the best result for the proposed model. All classification and fusion results obtained by using Elmo, ULMFiT, and BERT, fine-tuned with fused dataset and tested with each test dataset separately can be seen in Tables 7 and 8.

Table 7. Traits Accuracy for Each Model Fine-tuned on Fused Dataset and Tested on Essays Dataset.

ModelEXTNEUAGRCONOPNAverage
ELMo 59.23 61.50 58.61 57.72 63.18 60.00
ULMFiT 59.59 60.29 59.25 58.47 63.26 60.17
BERT 60.85 60.75 59.80 58.90 65.30 61.10

Proposed 61.15 62.20 60.80 59.52 65.60 61.85

SOTA [28] 60.00 60.50 58.80 59.20 64.60 60.60

Table 8. Traits Accuracy for Each Model Fine-tuned on Fused Dataset and Tested on myPersonality Dataset.

ModelEXTNEUAGRCONOPNAverage
ELMo 76.59 78.00 63.30 63.75 79.60 72.25
ULMFiT 77.31 76.45 62.80 64.75 78.65 72.00
BERT 79.95 78.35 61.50 62.25 80.40 72.50

Proposed 80.55 79.00 63.69 65.31 81.00 73.91

SOTA [24] 78.95 79.49 56.52 59.62 79.31 70.78

By comparing the accuracy for each trait from Table 7 with its corresponding value in Table 5, and likewise from Table 8 with Table 6, it is found that the accuracy of most traits has improved when each pre-trained model fine-tuned on the fused dataset. However, the EXT trait with ELMo didn’t have accuracy improvement in both Essays (59.23%) and mypersonality (76.59%) datasets from its corresponding in case of fused dataset, the AGR trait has the same case only in the Essays dataset with ULMFiT, the trait accuracy (59.25%) is equal in both cases of Essays dataset and fused dataset. Nevertheless, the average accuracy for all traits with each model is improved in the case of the fused dataset. From the improvement of the average accuracy results based on each model with the fused dataset shown in Tables 7 and 8, we can indicate that using more data sources increases the prediction accuracy for the LMs and, therefore, improves the results. This improvement may be different from one model to another, as it also depends on the model architecture that is used for prediction. In this context, we applied the classifier fusion methods for the three models to further improve the classification results. Based on the experimental results shown in Table 7, we can see that the proposed model dominated and outperformed all big five personality traits accuracy. The highest average accuracy for all traits is obtained by using the mean fusion method that we used at our proposed model with 61.85%. Likewise, The results in Table 8 show that the proposed model has the highest average accuracy for all traits with 73.91%. It can be seen from Table 7, and 8 that the proposed model performance is better than the performances of the separated three models, and the accuracy of the mean fusion method that we used at our proposed model along with the fused data set is the best. Moreover, we use the classes accuracy for head-to-head comparison with the state-of-the-art accuracy results, first, with respect to the Essays dataset which reported by Yash Mehta et al. [28] see Table 7, second, with respect to myPersonalty dataset by Tandera et al. [24] see Table 8.

The proposed model outperformed the average accuracy for all traits with a competitive statistical margin of about 1.25% for the gold standard Essays dataset and with a significant statistical margin of about 3.12% for the gold standard myPersonality dataset. Compared to the state-of-the-art accuracy results shown in Tables 7, and 8, the proposed model demonstrated to be a bright and powerful deep learning-based personality prediction model with respect to accuracy regardless of data source, linguistic, and psycholinguistic features used.

Read full article

URL: https://www.sciencedirect.com/science/article/pii/S1110866521000311

Improving girls’ perception of computer science as a viable career option through game playing and design: Lessons from a systematic literature review

Kshitij Sharma, ... Letizia Jaccheri, in Entertainment Computing, 2021

5.2 What are the major factors to be considered when developing a serious game?

Game Design factors are incorporated into the games by the developers, and game play factors are related to the feelings and experience felt by the players when playing the game [81]. Among the 25 studies included in this contribution, 20 studies provided at least one design factor to be considered when designing a game, 2 studies [36,62] suggested research guidelines for future work, and 6 studies reported neither any design factors nor any research guidelines. From the reviewed studies, we can find following basic design factors:

5.2.1 Personalization

Personalization is one of the most anticipated design factor in the games. The participants enjoyed the ability to change the characters in the game to make it look like themselves [82]. Personalization could also motivate the girls to look upon themselves as role models [82]. Girls were reported to have appreciated the functionality to customize the components in the environment which helped the girls to express themselves and their preferences [75] and were reported to be fully engaged in the activity [71]. Personalization is mostly seen, in terms of game play as the ability to create the characters/avatars and is reported to have significant impact on player’s desire to continue [10,60,69,71,75].

There are a variety of ways through which one can achieve personalization in a serious game [83]. First, where a certain central character is involved, using avatars for personalization could be used [82]. Second, for the games where there is no playing character, the personalization could be achieved through utilizing personality traits (big-five traits: Openness, Conscientiousness, Extraversion, Agreeableness, and Neuroticism) to design the content presentation Nov and Arazy [84]. Moreover one could also benefit from the user types as defined by Tondello and colleagues [85]. These gamification user types (e.g., philanthropists, Socialisers, free spirits, achievers, players and disruptors) are based on the motivation for playing the games [85]. One can design for the specific needs for each user type, for example, philantropists are willing to give without expecting rewards, for such girls one could create knowledge sharing opportunities in the games. On the other hand, free spirits seek autonomy in the game, for such girls once could design exploratory tasks and a non-linear game play [85].

5.2.2 Engagement and flow

Other important design factors are active engagement [86] and flow [87]. In a state of flow, the player is engaged in the game, the player’s skills match the level of complexity present in the game, and the player’s immersiveness in the game environment distorts the sense of time [88]. Only one study reported the presence of flow in the game used in the study [52]. In other studies, games used in other studies reported high levels of engagement; for example, regardless of the limitation of time, participants wanted to play the game to its conclusion [74]; or participants wanted to play longer and along with their friends [72]. Especially, in one case, even though the girls failed to create some new features due to the limitation of the API, the girls felt engaged and they kept working [73]. A student experiencing enjoyment and flow while engaged in learning, for example, focuses attention on the activity of learning, not on outcomes [89].

One of the primary ways of maintaining the engagement and flow is to keep adapting the content based on the real-time behaviour and performance of the girls. There is a vast amount of research done in the area of intelligent tutoring systems (ITS) [90–92] and adaptive assessment tests (AAT) [93–95] about how to adapt the content based on the capabilities of learners. One could take inspiration from the gamified versions of ITS [96,97] and AAT [98–100] to design games that can support long term engagement by maintaining the flow of the game up to the level of the individual players.

5.2.3 Collaboration

The ability to collaborate in a game is an emerging trend and factor that keeps players interested in the game. In a between subject design, learning achievements and motivation of the collaborative group were reported to be significantly higher than that of the control (no collaboration) groups [101]. Various studies reported that the participants were more engaged the game if the game provided them the functionality to collaborate and play with their friends [2,63,66,78]. Participants in some studies also stressed the addition of collaboration functionality as a recommendation for the future [69,72]. Mutual relationship between participants and problem-solving within themselves has been seen as significant benefit of collaboration [102–105]. In order to achieve these benefits, with less involvement of instructors and researchers during the game play or game design sessions with participants, it is important to include collaboration as one of principal design factors during the game design, and later, during game play.

Introducing collaboration in the CS based serious games is one of the factors that has the least hurdles in the process. One of the methods to implement collaboration is to promote knowledge sharing among the members of the same class in the form of “help” boards with gamified elements [106]. Challco and colleagues have provided a detailed framework of gamifying the collaborative learning scenarios [107], which could be easily adapted to the needs of games for the young girls. Further, gamification could be used in the ideation phase of the game design (in cases where the girls are designing the games themselves) [108].

5.2.4 Strong female presence

Girls were reported to prefer the game with gender orientation, and said the gender of the main character played a role in determining the gender orientation of the game [78]. The female protagonist of the game seemed to stand out to the girls, and as a result, after the game play, girls’ interest in technical subjects increased [74]. To increase girls’ interest in Computer Science through the use of serious games, adding female characters and female role models in the games could be an effective approach [11,109]. Today, numerous games have female protagonist which show that women can fill the role of a mythical hero just as effectively as their male counterparts [110].

5.2.5 Educational factor

For the use of games as educational tools, the games should contain various educational components that enable the players to learn while playing [111]. Without the educational components, the game cannot be categorized as a serious game. However, the educational components of the game might disrupt smooth game play, ways of integrating educational components alongside retaining smooth game play should be prioritized [73].

The presence of the educational factor is a key element for the serious games (see definition). The purpose of the serious games is two fold: being entertaining and being educative [112]. Therefore it is necessary is that the gamification process should not overcome the learning processes. One should keep in mind that the end goal is to promote CS education among girls, this makes the educational part of the serious game even more important [69,72,78]. The games should give an honest idea about the basic and primary content of CS field to the young girls. Molnar and Kostkova have provided a basic framework about how to effectively integrate the learning content into serious games mechanics [113].

Read full article

URL: https://www.sciencedirect.com/science/article/pii/S1875952120300951

What are the Big Five dimensions of personality?

In their research, they classified traits into five broad dimensions: openness, conscientiousness, extraversion, agreeableness, and neuroticism. You can remember them by using the acronyms OCEAN or CANOE. Openness - Describes an individual's openness to experience.

Which of the big five personality dimensions is associated with being anxious and insecure?

Neuroticism - A tendency to easily experience unpleasant emotions such as anxiety, anger, or depression.

What Big Five personality characteristic refers to the degree to which someone is sociable talkative and assertive?

The trait of extroversion-introversion is a central dimension of human personality theories. Extroverts tend to be gregarious, assertive, and interested in seeking out external stimulus. Introverts, in contrast, tend to be introspective, quiet and less sociable.

What is extraversion in the Big Five?

Extraversion. Extraversion (or extroversion) is a personality trait characterized by excitability, sociability, talkativeness, assertiveness, and high amounts of emotional expressiveness.1 People high in extraversion are outgoing and tend to gain energy in social situations.