Resumen: It is currently of great importance to analyse the experience of the application of new technologies in teaching. This research paper examines the personality traits of students and their environment, which may influence the experience of college students using online simulation games. Previous literature suggests that individuals may feel anxiety when using the computer, which may vary according to their perception of being able to control the situation, their perceived importance of the activities and any prior knowledge that they have. Therefore, the first objective of this research is to analyse the relationship between computer anxiety, locus of control and perceived importance of the computer activities. The second objective is to examine whether this relationship is moderated by knowledge. The third objective is to identify user clusters to examine which factors are most important to explain user satisfaction with online simulation games. Results showed that students experience greater computer anxiety when the situation is perceived as important and the locus of control is high, being these effects moderated by their previous knowledge. Moreover, a cluster analysis threw light on the existence of cluster of users whose satisfaction mainly depends on their game score. These results have implications for both academic and research purposes. Idioma: Inglés DOI: 10.1093/iwc/iwy003 Año: 2018 Publicado en: Interacting with Computers 30, 2 (2018), 162-171 ISSN: 0953-5438 Factor impacto JCR: 0.863 (2018) Categ. JCR: ERGONOMICS rank: 16 / 16 = 1.0 (2018) - Q4 - T3 Categ. JCR: COMPUTER SCIENCE, CYBERNETICS rank: 20 / 23 = 0.87 (2018) - Q4 - T3 Factor impacto SCIMAGO: 0.262 - Software (Q3) - Human-Computer Interaction (Q3)