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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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Autores principales: Santos, Ana Cláudia Guimarães, Muramatsu, Pedro Kenzo, Oliveira, Wilk, Joaquim, Sivaldo, Hamari, Juho, Isotani, Seiji
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Nature Publishing Group UK 2023
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10616289/
https://www.ncbi.nlm.nih.gov/pubmed/37903849
http://dx.doi.org/10.1038/s41598-023-45544-y
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author Santos, Ana Cláudia Guimarães
Muramatsu, Pedro Kenzo
Oliveira, Wilk
Joaquim, Sivaldo
Hamari, Juho
Isotani, Seiji
author_facet Santos, Ana Cláudia Guimarães
Muramatsu, Pedro Kenzo
Oliveira, Wilk
Joaquim, Sivaldo
Hamari, Juho
Isotani, Seiji
author_sort Santos, Ana Cláudia Guimarães
collection PubMed
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 ([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.
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spelling pubmed-106162892023-11-01 Psychometric investigation of the gamification Hexad user types scale with Brazilian Portuguese adolescents speakers Santos, Ana Cláudia Guimarães Muramatsu, Pedro Kenzo Oliveira, Wilk Joaquim, Sivaldo Hamari, Juho Isotani, Seiji Sci Rep Article 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. Nature Publishing Group UK 2023-10-30 /pmc/articles/PMC10616289/ /pubmed/37903849 http://dx.doi.org/10.1038/s41598-023-45544-y Text en © The Author(s) 2023 https://creativecommons.org/licenses/by/4.0/Open Access This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article’s Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article’s Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/ (https://creativecommons.org/licenses/by/4.0/) .
spellingShingle Article
Santos, Ana Cláudia Guimarães
Muramatsu, Pedro Kenzo
Oliveira, Wilk
Joaquim, Sivaldo
Hamari, Juho
Isotani, Seiji
Psychometric investigation of the gamification Hexad user types scale with Brazilian Portuguese adolescents speakers
title Psychometric investigation of the gamification Hexad user types scale with Brazilian Portuguese adolescents speakers
title_full Psychometric investigation of the gamification Hexad user types scale with Brazilian Portuguese adolescents speakers
title_fullStr Psychometric investigation of the gamification Hexad user types scale with Brazilian Portuguese adolescents speakers
title_full_unstemmed Psychometric investigation of the gamification Hexad user types scale with Brazilian Portuguese adolescents speakers
title_short Psychometric investigation of the gamification Hexad user types scale with Brazilian Portuguese adolescents speakers
title_sort psychometric investigation of the gamification hexad user types scale with brazilian portuguese adolescents speakers
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10616289/
https://www.ncbi.nlm.nih.gov/pubmed/37903849
http://dx.doi.org/10.1038/s41598-023-45544-y
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