Evidence map›Paper›PMID 35318375›Full record

ArticleScientific reports2022

Psychometric investigation of the gamification Hexad user types scale in Brazilian Portuguese.

Ana Cláudia Guimarães Santos, Wilk Oliveira, Maximilian Altmeyer, Juho Hamari, Seiji Isotani

Abstract read
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Article in Scientific reports, 2022. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 2 papers.

0numbers the graph read from it
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2citing papers in PubMed
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1 · What the graph read from it

What it found

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2 · The registry

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3 · Its place in the literature

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2 citing papers in PubMed.

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4 · The record

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5 · Who and what money

Authors and funding

5 authors.

Ana Cláudia Guimarães SantosInstitute of Mathematics and Computer Science, University of São Paulo, São Carlos, Brazil.
Wilk OliveiraInstitute of Mathematics and Computer Science, University of São Paulo, São Carlos, Brazil.
Maximilian AltmeyerGerman Research Center for Artificial Intelligence, Saarbrücken, Germany.
Juho HamariGamification Group, Faculty of Information Technology and Communication Sciences, Tampere University, Tampere, Finland. juho.hamari@tuni.fi.
Seiji IsotaniInstitute of Mathematics and Computer Science, University of São Paulo, São Carlos, Brazil.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Gamification has become a significant direction in designing technologies, services, products, organizational structures, and any human activities towards being more game-like and consequently being more engaging and motivating. Albeit its success, research indicates that personal differences exist with regards to susceptibility to gamification at large as well as to different types of gamification designs. As a response, models and measurement instruments of user types when it comes to gamification have been developed. One of the most discussed related instruments is the Hexad user types scale. However, there has been paucity of research related to the validity and reliability of the Hexad instrument in general but also of its different formulations and language versions. To face this gap, our study focused on analyzing the psychometric properties of the Hexad scale in Brazilian Portuguese by conducting two confirmatory factor analyses and two multi-group confirmatory factor analyses. The survey was answered by 421 Brazilian respondents (52% self-reported women, 47% self-reported men, 0.5% preferred not to provide their gender, and 0.5% checked the option "other"), from the five Brazilian regions (23 different states and the Federal District), and aged between 10 and 60 years old. Findings support the structural validity of the scale as an oblique model and indicate opportunities for small improvements. Further research, both at academy and practice, may use this study as the source of measurement of user types related to gamification (in Brazilian Portuguese), as well as, as a theoretical and practical source for further studies discussing personalized gamification.

Indexed as

GamificationLanguageAdolescentAdultBrazilChildFemaleHumansMaleMiddle AgedPsychometricsReproducibility of ResultsSurveys and QuestionnairesYoung Adult

Identifiers

PMID35318375
PMCPMC8940910

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Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.