The Electronic Journal of Information Systems Evaluation provides critical perspectives on topics relevant to Information Systems Evaluation, with an emphasis on the organisational and management implications
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Journal Issue
Volume 22 Issue 2 / Nov 2019  pp67‑162

Editor: Prof Shaun Pather

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A Sustainability‑Based Multi‑Criteria Decision Approach for Information Systems Project Selection  pp67‑77

Sophia Xiaoxia Duan

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Exploring the Factors Influencing e‑Government use: Empirical Evidence from Zimbabwe  pp78‑91

Willard Munyoka

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Net Impacts in Front Office IS: a First Operationalization of Delone and McLean Model in the Banking Sector  pp92‑112

Sylvie Michel, Aurélia Michaud-Trévinal, François Cocula

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A Structural Equation Model for the Evaluation of the Switching Costs of Information Communication Technology in SMEs  pp113‑127

Edzai Kademeteme, Hossana Twinomurinzi

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Evaluation of Serious Game User Experience: the Role of Emotions  pp128‑141

Philippe Cohard

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Serious games are slowly becoming a part of educational systems and corporate training facilities in lots of fields such as industry, health, management, etc. Despite this, the academic knowledge on these artefacts is still limited. The research reported in this paper examined emotional implications of serious games on the user experience. This correlational research observed the relationships between factors of serious gaming and emotions. Fifty students took part in the study. The participants used a serious game on the security of an Information System and answered a structured questionnaire. The data was analysed by Spearman’s correlation. The results show that the quality components of the multimedia system and the quality of the content of the game are correlated with emotions, satisfaction and intention to use. Moreover, they show that emotions are correlated with satisfaction, learning and success of the serious game. Satisfaction and learning play a key role in these programs. If serious game training is to have some efficiency, a deeper understanding of the factors that lead to the success of these applications is required. These factors are all levers of control that affect the perception and emotions of the user. Understanding these mechanisms could eventually lead to more effective serious games. 


Keywords: Serious game, emotion, learning, training, user experience, sentiment analysis


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An Examination of Social Media Practices that Improve Customer Satisfaction in the B2B Market in the ICT Sector in India  pp142‑162

Thelma Moses, Raja Peter, Vasanthi Peter

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