Evidence map›Paper›PMID 39060333›Full record

ArticleScientific reports2024

Adaptation and psychometric investigation of the Gameful Experience Questionnaire (GAMEFULQUEST) in Brazilian Portuguese.

Luiz Oliveira da Silva Junior, Wilk Oliveira, Juho Hamari

Erratum issuedAbstract read
In one paragraph

Article in Scientific reports, 2024. The graph could read no effect estimate from its abstract, so it casts no vote on the map. An erratum has been issued. Cited by 1 paper.

0numbers the graph read from it
0cells of the map it votes in
1citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

1 citing paper in PubMed.

  1. Measuring Attitudes Toward Plastics: A Cross-Cultural Adaptation and Patient Evaluation Study.International journal of environmental research and public health · 2025
    Article
4 · The record

Corrections and comments

5 · Who and what money

Authors and funding

3 authors.

Luiz Oliveira da Silva JuniorFederal University of Paraíba, Rio Tinto, Brazil.
Wilk OliveiraGamification Group, Faculty of Information Technology and Communication Sciences, Tampere University, Tampere, Finland. wilk.oliveira@tuni.fi.
Juho HamariGamification Group, Faculty of Information Technology and Communication Sciences, Tampere University, Tampere, Finland.

Funding

Academy of Finland (Suomen Akatemia) 337653
6 · The paper itself

Abstract

Over the years, the use of questionnaires has become one of the most used methods for analyzing individuals' experiences. Especially in the area of gameful environments (e.g., games, gamification, and simulators), the Gameful Experience Questionnaire, a self-report instrument to measure gameful experience, became one of the most popular. Despite the instrument's popularity, there is no Brazilian Portuguese version, preventing studies from being carried out in Brazil (i.e., a country with more than 200 million inhabitants), where only 5.1% of the population have adequate English comprehension skills. To face this challenge, we conducted a cross-cultural adaptation of the Gameful Experience Questionnaire, providing a version of the questionnaire in the Brazilian Portuguese language. For this process, we conducted a mixed-methods (i.e., qualitative and quantitative) psychometric study (N = 384) organized in six steps (i.e., (i) translation, (ii) synthesis, (iii) experts evaluation, (iv) target audience evaluation, (v) adapted instrument application, and (vi) validation (i.e., confirmatory factor analysis)). The results indicate that the cross-cultural adaptation took place efficiently, where the resulting instrument maintained the psychometric properties of the original, measuring the construct of interest with similar effectiveness (i.e.,

Indexed as

PsychometricsAdolescentAdultBrazilCross-Cultural ComparisonFemaleHumansLanguageMaleMiddle AgedReproducibility of ResultsSelf ReportSurveys and QuestionnairesTranslationsYoung Adult

Identifiers

PMID39060333
PMCPMC11282071

What OpenQuestion holds

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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.