Psychometric investigation of the gamification Hexad user types scale with Brazilian Portuguese adolescents speakers
Guimarães Santos, Ana Cláudia; Muramatsu, Pedro Kenzo; Oliveira, Wilk; Joaquim, Sivaldo; Hamari, Juho; Isotani, Seiji (2023-12)
Guimarães Santos, Ana Cláudia
Muramatsu, Pedro Kenzo
Oliveira, Wilk
Joaquim, Sivaldo
Hamari, Juho
Isotani, Seiji
12 / 2023
18645
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:tuni-2023121510883
https://urn.fi/URN:NBN:fi:tuni-2023121510883
Kuvaus
Peer reviewed
Tiivistelmä
Gamification has been applied in different fields over the last years, impacting the development of technologies, services, and products towards a more game-like world. Albeit its success, some results indicated personal differences influencing the success of its application, leading to the creation of user models (e.g., Hexad), a way to represent user profiles in gamified environments. Even though a great effort has been made to create and discuss instruments to represent these user models, many of them lack investigation into their psychometric properties. At the same time, although gamification can be particularly interesting in engaging adolescents, few attempts analyzed instruments considering this population. Addressing this lack, in this study, we evaluated the psychometric properties of the gamification Hexad scale in Brazilian Portuguese considering a sample (N= 110) of adolescents aged between 13 and 16 years old. Through a quantitative study (i.e., confirmatory factor analysis and correlation), we analyzed the psychometric properties of the scale and the correlations between user types when using data collected from adolescents. Results demonstrated that the current version of the scale needs improvements to better assess the user types of the Brazilian adolescent population, especially regarding the Disruptor user type. Also, the user types presented fewer correlations when compared with the adult sample. At the same time that the results of this study can be used in the academy and industry as a source of measurement of user types from Brazilian adolescents, it also opens several possibilities for new studies in personalized gamification considering this population.
Kokoelmat
- TUNICRIS-julkaisut [19288]