Evidence map›Paper›PMID 37903849›Full record

ArticleScientific reports2023

Psychometric investigation of the gamification Hexad user types scale with Brazilian Portuguese adolescents speakers.

Ana Cláudia Guimarães Santos, Pedro Kenzo Muramatsu, Wilk Oliveira, Sivaldo Joaquim, Juho Hamari, Seiji Isotani

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Article in Scientific reports, 2023. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 1 paper.

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5 · Who and what money

Authors and funding

6 authors.

Ana Cláudia Guimarães SantosInstitute of Mathematics and Computer Science, University of São Paulo, São Carlos, Brazil.
Pedro Kenzo MuramatsuInstitute of Mathematics and Computer Science, University of São Paulo, São Carlos, Brazil.
Wilk OliveiraGamification Group, Faculty of Information Technology and Communication Sciences, Tampere University, Tampere, Finland. wilk.oliveira@tuni.fi.
Sivaldo JoaquimEducation Center, Federal University of Alagoas, Maceió, Brazil.
Juho HamariGamification Group, Faculty of Information Technology and Communication Sciences, Tampere University, Tampere, Finland.
Seiji IsotaniHarvard Graduate School of Education, Cambridge, United States.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

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 ([Formula: see text]) 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.

Indexed as

EthnicityGamificationAdolescentAdultBrazilHumansPsychometricsSurveys and Questionnaires

Identifiers

PMID37903849
PMCPMC10616289

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