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Psychometric investigation of the gamification Hexad user types scale with Brazilian Portuguese adolescents speakers
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...
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Published in: | Scientific reports 2023-10, Vol.13 (1), p.18645-18645, Article 18645 |
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description | 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. |
doi_str_mv | 10.1038/s41598-023-45544-y |
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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.</description><identifier>ISSN: 2045-2322</identifier><identifier>EISSN: 2045-2322</identifier><identifier>DOI: 10.1038/s41598-023-45544-y</identifier><identifier>PMID: 37903849</identifier><language>eng</language><publisher>London: Nature Publishing Group UK</publisher><subject>631/477/2811 ; 639/705/117 ; 639/705/258 ; Adolescents ; Factor analysis ; Gamification ; Humanities and Social Sciences ; multidisciplinary ; Quantitative psychology ; Quantitative research ; Science ; Science (multidisciplinary) ; Teenagers</subject><ispartof>Scientific reports, 2023-10, Vol.13 (1), p.18645-18645, Article 18645</ispartof><rights>The Author(s) 2023</rights><rights>The Author(s) 2023. This work is published under http://creativecommons.org/licenses/by/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.</rights><lds50>peer_reviewed</lds50><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed><cites>FETCH-LOGICAL-c469t-cd353c10c17acd67c248f1226ac0b8e447f3875075cbce9d350760b3bac843193</cites></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktopdf>$$Uhttps://www.proquest.com/docview/2884013105/fulltextPDF?pq-origsite=primo$$EPDF$$P50$$Gproquest$$Hfree_for_read</linktopdf><linktohtml>$$Uhttps://www.proquest.com/docview/2884013105?pq-origsite=primo$$EHTML$$P50$$Gproquest$$Hfree_for_read</linktohtml><link.rule.ids>230,314,727,780,784,885,25752,27923,27924,37011,37012,44589,53790,53792,74897</link.rule.ids></links><search><creatorcontrib>Santos, Ana Cláudia Guimarães</creatorcontrib><creatorcontrib>Muramatsu, Pedro Kenzo</creatorcontrib><creatorcontrib>Oliveira, Wilk</creatorcontrib><creatorcontrib>Joaquim, Sivaldo</creatorcontrib><creatorcontrib>Hamari, Juho</creatorcontrib><creatorcontrib>Isotani, Seiji</creatorcontrib><title>Psychometric investigation of the gamification Hexad user types scale with Brazilian Portuguese adolescents speakers</title><title>Scientific reports</title><addtitle>Sci Rep</addtitle><description>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. 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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.</abstract><cop>London</cop><pub>Nature Publishing Group UK</pub><pmid>37903849</pmid><doi>10.1038/s41598-023-45544-y</doi><tpages>1</tpages><oa>free_for_read</oa></addata></record> |
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subjects | 631/477/2811 639/705/117 639/705/258 Adolescents Factor analysis Gamification Humanities and Social Sciences multidisciplinary Quantitative psychology Quantitative research Science Science (multidisciplinary) Teenagers |
title | Psychometric investigation of the gamification Hexad user types scale with Brazilian Portuguese adolescents speakers |
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