Related Experiment Video
Updated: Jul 2, 2026

Combining Computer Game-Based Behavioural Experiments With High-Density EEG and Infrared Gaze Tracking
Published on: December 16, 2010
How (not) to increase older adults' tendency to anthropomorphise in serious games
Barbara C N Müller1, Shengnan Chen1, Sari R R Nijssen1
1Behavioural Science Institute, Radboud University, Nijmegen, Netherlands.
Abstract:
Among elderly, the use of serious games steadily increases. Research shows that anthropomorphising digital agents (i.e., ascribing human characteristics to them) has positive short-term consequences on interactions with digital agents. However, whether these effects can also be observed over a long-term period and in a real-life setting is unknown. In two studies, we investigated the important long-term consequences of anthropomorphism among older adults (age > 50) to increase involvement in serious games. Participants read either a story that highly anthropomorphized the digital agent of a training game, or a low anthropomorphism story about that agent. To investigate long-term effect, they played the training game for three weeks, and gaming data was assessed (number of games played, time of playing, points gained). While on the short-term, the anthropomorphic story increased the humanness of the agent (Study 1), no long-term effects where found (Study 2). Furthermore, an anthropomorphic story had no influence on the gaming outcome. Our results inform app developers about which techniques are useful to humanise digital agents.
Related Concept Videos
Stereotypes, Prejudice, and Discrimination
Stereotype Content Model
Cognitive Development During Adulthood
Social Foundations of Self I: Play and Game
Social Foundations of Self II: The Generalized Other
Unrealistic Optimism Bias

