Loading…
Validating gameplay activity inventory (GAIN) for modeling player profiles
In the present study, we validated Gameplay Activity Inventory (GAIN), a short and psychometrically sound instrument for measuring players’ gameplay preferences and modeling player profiles. In Study 1, participants in Finland ( N = 879 ) responded to a 52-item version of GAIN. An exploratory factor...
Saved in:
Published in: | User modeling and user-adapted interaction 2018-12, Vol.28 (4-5), p.425-453 |
---|---|
Main Authors: | , , |
Format: | Article |
Language: | English |
Subjects: | |
Citations: | Items that this one cites Items that cite this one |
Online Access: | Get full text |
Tags: |
Add Tag
No Tags, Be the first to tag this record!
|
cited_by | cdi_FETCH-LOGICAL-c359t-aa59250405137bf23f81cf30edce5bd188c3f278c6ea52dfbf71a7a5ae4f33563 |
---|---|
cites | cdi_FETCH-LOGICAL-c359t-aa59250405137bf23f81cf30edce5bd188c3f278c6ea52dfbf71a7a5ae4f33563 |
container_end_page | 453 |
container_issue | 4-5 |
container_start_page | 425 |
container_title | User modeling and user-adapted interaction |
container_volume | 28 |
creator | Vahlo, Jukka Smed, Jouni Koponen, Aki |
description | In the present study, we validated Gameplay Activity Inventory (GAIN), a short and psychometrically sound instrument for measuring players’ gameplay preferences and modeling player profiles. In Study 1, participants in Finland (
N
=
879
) responded to a 52-item version of GAIN. An exploratory factor analysis was used to identify five latent factors of gameplay activity appreciation:
Aggression
,
Management
,
Exploration
,
Coordination
, and
Caretaking
. In Study 2, respondents in Canada (
N
=
1322
) and Japan (
N
=
1178
) responded to GAIN, and the factor structure of a 15-item version was examined using a Confirmatory Factor Analysis. The results showed that the short version of GAIN has good construct validity, convergent validity, and discriminant validity in Japan and in Canada. We demonstrated the usefulness of GAIN by conducting a cluster analysis to identify player types that differ in both demographics and game choice. GAIN can be used in research as a tool for investigating player profiles. Game companies, publishers and analysts can utilize GAIN in player-centric game development and targeted marketing and in generating personalized game recommendations. |
doi_str_mv | 10.1007/s11257-018-9212-y |
format | article |
fullrecord | <record><control><sourceid>proquest_cross</sourceid><recordid>TN_cdi_proquest_journals_2132525599</recordid><sourceformat>XML</sourceformat><sourcesystem>PC</sourcesystem><sourcerecordid>2132525599</sourcerecordid><originalsourceid>FETCH-LOGICAL-c359t-aa59250405137bf23f81cf30edce5bd188c3f278c6ea52dfbf71a7a5ae4f33563</originalsourceid><addsrcrecordid>eNp1kEFLwzAYhoMoOKc_wFvAix6i-ZKlSY5j6FSGXtRryNpkZHTtTLpB_70pFTx5-i7P837wIHQN9B4olQ8JgAlJKCiiGTDSn6AJCMkJcA2naEI1mxFQhTpHFyltaXYKqSfo9cvWobJdaDZ4Y3duX9se27ILx9D1ODRH13Rt7PHtcv7ydod9G_GurVw98APrIt7H1ofapUt05m2d3NXvnaLPp8ePxTNZvS9fFvMVKbnQHbFWaCbojArgcu0Z9wpKz6mrSifWFShVcs-kKgtnBav82kuw0grrZp5zUfApuhl38-Pvg0ud2baH2OSXhgFnggmhdaZgpMrYphSdN_sYdjb2BqgZkpkxmcnJzJDM9Nlho5My22xc_Fv-X_oBfbxvXw</addsrcrecordid><sourcetype>Aggregation Database</sourcetype><iscdi>true</iscdi><recordtype>article</recordtype><pqid>2132525599</pqid></control><display><type>article</type><title>Validating gameplay activity inventory (GAIN) for modeling player profiles</title><source>EBSCOhost Business Source Ultimate</source><source>ABI/INFORM global</source><source>Springer Nature</source><creator>Vahlo, Jukka ; Smed, Jouni ; Koponen, Aki</creator><creatorcontrib>Vahlo, Jukka ; Smed, Jouni ; Koponen, Aki</creatorcontrib><description>In the present study, we validated Gameplay Activity Inventory (GAIN), a short and psychometrically sound instrument for measuring players’ gameplay preferences and modeling player profiles. In Study 1, participants in Finland (
N
=
879
) responded to a 52-item version of GAIN. An exploratory factor analysis was used to identify five latent factors of gameplay activity appreciation:
Aggression
,
Management
,
Exploration
,
Coordination
, and
Caretaking
. In Study 2, respondents in Canada (
N
=
1322
) and Japan (
N
=
1178
) responded to GAIN, and the factor structure of a 15-item version was examined using a Confirmatory Factor Analysis. The results showed that the short version of GAIN has good construct validity, convergent validity, and discriminant validity in Japan and in Canada. We demonstrated the usefulness of GAIN by conducting a cluster analysis to identify player types that differ in both demographics and game choice. GAIN can be used in research as a tool for investigating player profiles. Game companies, publishers and analysts can utilize GAIN in player-centric game development and targeted marketing and in generating personalized game recommendations.</description><identifier>ISSN: 0924-1868</identifier><identifier>EISSN: 1573-1391</identifier><identifier>DOI: 10.1007/s11257-018-9212-y</identifier><language>eng</language><publisher>Dordrecht: Springer Netherlands</publisher><subject>Cluster analysis ; Computer Science ; Demographics ; Discriminant analysis ; Factor analysis ; Games ; Management of Computing and Information Systems ; Measuring instruments ; Modelling ; Multimedia Information Systems ; Questionnaires ; User Interfaces and Human Computer Interaction ; Validation studies ; Validity</subject><ispartof>User modeling and user-adapted interaction, 2018-12, Vol.28 (4-5), p.425-453</ispartof><rights>The Author(s) 2018</rights><rights>User Modeling and User-Adapted Interaction is a copyright of Springer, (2018). All Rights Reserved. © 2018. 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><citedby>FETCH-LOGICAL-c359t-aa59250405137bf23f81cf30edce5bd188c3f278c6ea52dfbf71a7a5ae4f33563</citedby><cites>FETCH-LOGICAL-c359t-aa59250405137bf23f81cf30edce5bd188c3f278c6ea52dfbf71a7a5ae4f33563</cites><orcidid>0000-0003-3309-4771 ; 0000-0001-5835-5945 ; 0000-0002-7242-5791</orcidid></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktopdf>$$Uhttps://www.proquest.com/docview/2132525599/fulltextPDF?pq-origsite=primo$$EPDF$$P50$$Gproquest$$H</linktopdf><linktohtml>$$Uhttps://www.proquest.com/docview/2132525599?pq-origsite=primo$$EHTML$$P50$$Gproquest$$H</linktohtml><link.rule.ids>314,776,780,11667,27901,27902,36037,44339,74638</link.rule.ids></links><search><creatorcontrib>Vahlo, Jukka</creatorcontrib><creatorcontrib>Smed, Jouni</creatorcontrib><creatorcontrib>Koponen, Aki</creatorcontrib><title>Validating gameplay activity inventory (GAIN) for modeling player profiles</title><title>User modeling and user-adapted interaction</title><addtitle>User Model User-Adap Inter</addtitle><description>In the present study, we validated Gameplay Activity Inventory (GAIN), a short and psychometrically sound instrument for measuring players’ gameplay preferences and modeling player profiles. In Study 1, participants in Finland (
N
=
879
) responded to a 52-item version of GAIN. An exploratory factor analysis was used to identify five latent factors of gameplay activity appreciation:
Aggression
,
Management
,
Exploration
,
Coordination
, and
Caretaking
. In Study 2, respondents in Canada (
N
=
1322
) and Japan (
N
=
1178
) responded to GAIN, and the factor structure of a 15-item version was examined using a Confirmatory Factor Analysis. The results showed that the short version of GAIN has good construct validity, convergent validity, and discriminant validity in Japan and in Canada. We demonstrated the usefulness of GAIN by conducting a cluster analysis to identify player types that differ in both demographics and game choice. GAIN can be used in research as a tool for investigating player profiles. Game companies, publishers and analysts can utilize GAIN in player-centric game development and targeted marketing and in generating personalized game recommendations.</description><subject>Cluster analysis</subject><subject>Computer Science</subject><subject>Demographics</subject><subject>Discriminant analysis</subject><subject>Factor analysis</subject><subject>Games</subject><subject>Management of Computing and Information Systems</subject><subject>Measuring instruments</subject><subject>Modelling</subject><subject>Multimedia Information Systems</subject><subject>Questionnaires</subject><subject>User Interfaces and Human Computer Interaction</subject><subject>Validation studies</subject><subject>Validity</subject><issn>0924-1868</issn><issn>1573-1391</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2018</creationdate><recordtype>article</recordtype><sourceid>M0C</sourceid><recordid>eNp1kEFLwzAYhoMoOKc_wFvAix6i-ZKlSY5j6FSGXtRryNpkZHTtTLpB_70pFTx5-i7P837wIHQN9B4olQ8JgAlJKCiiGTDSn6AJCMkJcA2naEI1mxFQhTpHFyltaXYKqSfo9cvWobJdaDZ4Y3duX9se27ILx9D1ODRH13Rt7PHtcv7ydod9G_GurVw98APrIt7H1ofapUt05m2d3NXvnaLPp8ePxTNZvS9fFvMVKbnQHbFWaCbojArgcu0Z9wpKz6mrSifWFShVcs-kKgtnBav82kuw0grrZp5zUfApuhl38-Pvg0ud2baH2OSXhgFnggmhdaZgpMrYphSdN_sYdjb2BqgZkpkxmcnJzJDM9Nlho5My22xc_Fv-X_oBfbxvXw</recordid><startdate>20181201</startdate><enddate>20181201</enddate><creator>Vahlo, Jukka</creator><creator>Smed, Jouni</creator><creator>Koponen, Aki</creator><general>Springer Netherlands</general><general>Springer Nature B.V</general><scope>C6C</scope><scope>AAYXX</scope><scope>CITATION</scope><scope>3V.</scope><scope>7SC</scope><scope>7WY</scope><scope>7WZ</scope><scope>7XB</scope><scope>87Z</scope><scope>88G</scope><scope>8AL</scope><scope>8AO</scope><scope>8FD</scope><scope>8FE</scope><scope>8FG</scope><scope>8FI</scope><scope>8FJ</scope><scope>8FK</scope><scope>8FL</scope><scope>ABUWG</scope><scope>AFKRA</scope><scope>ARAPS</scope><scope>AZQEC</scope><scope>BENPR</scope><scope>BEZIV</scope><scope>BGLVJ</scope><scope>CCPQU</scope><scope>DWQXO</scope><scope>FRNLG</scope><scope>FYUFA</scope><scope>F~G</scope><scope>GHDGH</scope><scope>GNUQQ</scope><scope>HCIFZ</scope><scope>JQ2</scope><scope>K60</scope><scope>K6~</scope><scope>K7-</scope><scope>L.-</scope><scope>L7M</scope><scope>L~C</scope><scope>L~D</scope><scope>M0C</scope><scope>M0N</scope><scope>M2M</scope><scope>P5Z</scope><scope>P62</scope><scope>PQBIZ</scope><scope>PQBZA</scope><scope>PQEST</scope><scope>PQQKQ</scope><scope>PQUKI</scope><scope>PSYQQ</scope><scope>Q9U</scope><orcidid>https://orcid.org/0000-0003-3309-4771</orcidid><orcidid>https://orcid.org/0000-0001-5835-5945</orcidid><orcidid>https://orcid.org/0000-0002-7242-5791</orcidid></search><sort><creationdate>20181201</creationdate><title>Validating gameplay activity inventory (GAIN) for modeling player profiles</title><author>Vahlo, Jukka ; Smed, Jouni ; Koponen, Aki</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c359t-aa59250405137bf23f81cf30edce5bd188c3f278c6ea52dfbf71a7a5ae4f33563</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2018</creationdate><topic>Cluster analysis</topic><topic>Computer Science</topic><topic>Demographics</topic><topic>Discriminant analysis</topic><topic>Factor analysis</topic><topic>Games</topic><topic>Management of Computing and Information Systems</topic><topic>Measuring instruments</topic><topic>Modelling</topic><topic>Multimedia Information Systems</topic><topic>Questionnaires</topic><topic>User Interfaces and Human Computer Interaction</topic><topic>Validation studies</topic><topic>Validity</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Vahlo, Jukka</creatorcontrib><creatorcontrib>Smed, Jouni</creatorcontrib><creatorcontrib>Koponen, Aki</creatorcontrib><collection>SpringerOpen</collection><collection>CrossRef</collection><collection>ProQuest Central (Corporate)</collection><collection>Computer and Information Systems Abstracts</collection><collection>ABI/INFORM Collection</collection><collection>ABI/INFORM Global (PDF only)</collection><collection>ProQuest Central (purchase pre-March 2016)</collection><collection>ABI/INFORM Collection</collection><collection>Psychology Database (Alumni)</collection><collection>Computing Database (Alumni Edition)</collection><collection>ProQuest Pharma Collection</collection><collection>Technology Research Database</collection><collection>ProQuest SciTech Collection</collection><collection>ProQuest Technology Collection</collection><collection>Hospital Premium Collection</collection><collection>Hospital Premium Collection (Alumni Edition)</collection><collection>ProQuest Central (Alumni) (purchase pre-March 2016)</collection><collection>ABI/INFORM Collection (Alumni Edition)</collection><collection>ProQuest Central (Alumni)</collection><collection>ProQuest Central</collection><collection>Advanced Technologies & Aerospace Collection</collection><collection>ProQuest Central Essentials</collection><collection>AUTh Library subscriptions: ProQuest Central</collection><collection>Business Premium Collection</collection><collection>Technology Collection</collection><collection>ProQuest One Community College</collection><collection>ProQuest Central</collection><collection>Business Premium Collection (Alumni)</collection><collection>Health Research Premium Collection</collection><collection>ABI/INFORM Global (Corporate)</collection><collection>Health Research Premium Collection (Alumni)</collection><collection>ProQuest Central Student</collection><collection>SciTech Premium Collection</collection><collection>ProQuest Computer Science Collection</collection><collection>ProQuest Business Collection (Alumni Edition)</collection><collection>ProQuest Business Collection</collection><collection>Computer Science Database</collection><collection>ABI/INFORM Professional Advanced</collection><collection>Advanced Technologies Database with Aerospace</collection><collection>Computer and Information Systems Abstracts Academic</collection><collection>Computer and Information Systems Abstracts Professional</collection><collection>ABI/INFORM global</collection><collection>Computing Database</collection><collection>Psychology Database</collection><collection>ProQuest advanced technologies & aerospace journals</collection><collection>ProQuest Advanced Technologies & Aerospace Collection</collection><collection>ProQuest One Business</collection><collection>ProQuest One Business (Alumni)</collection><collection>ProQuest One Academic Eastern Edition (DO NOT USE)</collection><collection>ProQuest One Academic</collection><collection>ProQuest One Academic UKI Edition</collection><collection>ProQuest One Psychology</collection><collection>ProQuest Central Basic</collection><jtitle>User modeling and user-adapted interaction</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Vahlo, Jukka</au><au>Smed, Jouni</au><au>Koponen, Aki</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Validating gameplay activity inventory (GAIN) for modeling player profiles</atitle><jtitle>User modeling and user-adapted interaction</jtitle><stitle>User Model User-Adap Inter</stitle><date>2018-12-01</date><risdate>2018</risdate><volume>28</volume><issue>4-5</issue><spage>425</spage><epage>453</epage><pages>425-453</pages><issn>0924-1868</issn><eissn>1573-1391</eissn><abstract>In the present study, we validated Gameplay Activity Inventory (GAIN), a short and psychometrically sound instrument for measuring players’ gameplay preferences and modeling player profiles. In Study 1, participants in Finland (
N
=
879
) responded to a 52-item version of GAIN. An exploratory factor analysis was used to identify five latent factors of gameplay activity appreciation:
Aggression
,
Management
,
Exploration
,
Coordination
, and
Caretaking
. In Study 2, respondents in Canada (
N
=
1322
) and Japan (
N
=
1178
) responded to GAIN, and the factor structure of a 15-item version was examined using a Confirmatory Factor Analysis. The results showed that the short version of GAIN has good construct validity, convergent validity, and discriminant validity in Japan and in Canada. We demonstrated the usefulness of GAIN by conducting a cluster analysis to identify player types that differ in both demographics and game choice. GAIN can be used in research as a tool for investigating player profiles. Game companies, publishers and analysts can utilize GAIN in player-centric game development and targeted marketing and in generating personalized game recommendations.</abstract><cop>Dordrecht</cop><pub>Springer Netherlands</pub><doi>10.1007/s11257-018-9212-y</doi><tpages>29</tpages><orcidid>https://orcid.org/0000-0003-3309-4771</orcidid><orcidid>https://orcid.org/0000-0001-5835-5945</orcidid><orcidid>https://orcid.org/0000-0002-7242-5791</orcidid><oa>free_for_read</oa></addata></record> |
fulltext | fulltext |
identifier | ISSN: 0924-1868 |
ispartof | User modeling and user-adapted interaction, 2018-12, Vol.28 (4-5), p.425-453 |
issn | 0924-1868 1573-1391 |
language | eng |
recordid | cdi_proquest_journals_2132525599 |
source | EBSCOhost Business Source Ultimate; ABI/INFORM global; Springer Nature |
subjects | Cluster analysis Computer Science Demographics Discriminant analysis Factor analysis Games Management of Computing and Information Systems Measuring instruments Modelling Multimedia Information Systems Questionnaires User Interfaces and Human Computer Interaction Validation studies Validity |
title | Validating gameplay activity inventory (GAIN) for modeling player profiles |
url | http://sfxeu10.hosted.exlibrisgroup.com/loughborough?ctx_ver=Z39.88-2004&ctx_enc=info:ofi/enc:UTF-8&ctx_tim=2025-01-28T09%3A23%3A55IST&url_ver=Z39.88-2004&url_ctx_fmt=infofi/fmt:kev:mtx:ctx&rfr_id=info:sid/primo.exlibrisgroup.com:primo3-Article-proquest_cross&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&rft.genre=article&rft.atitle=Validating%20gameplay%20activity%20inventory%20(GAIN)%20for%20modeling%20player%20profiles&rft.jtitle=User%20modeling%20and%20user-adapted%20interaction&rft.au=Vahlo,%20Jukka&rft.date=2018-12-01&rft.volume=28&rft.issue=4-5&rft.spage=425&rft.epage=453&rft.pages=425-453&rft.issn=0924-1868&rft.eissn=1573-1391&rft_id=info:doi/10.1007/s11257-018-9212-y&rft_dat=%3Cproquest_cross%3E2132525599%3C/proquest_cross%3E%3Cgrp_id%3Ecdi_FETCH-LOGICAL-c359t-aa59250405137bf23f81cf30edce5bd188c3f278c6ea52dfbf71a7a5ae4f33563%3C/grp_id%3E%3Coa%3E%3C/oa%3E%3Curl%3E%3C/url%3E&rft_id=info:oai/&rft_pqid=2132525599&rft_id=info:pmid/&rfr_iscdi=true |