Investigação Psicométrica da Escala Hexad para Identificação de Perfis de Usuários de Gamificação em Português Brasileiro
Resumo
Nos últimos 10 anos ocorreu um grande esforço por parte da comunidade científica para criar instrumentos para medir os perfis de usuários no contexto da gamificação. No entanto, muitos deles carecem de investigação sobre suas propriedades psicométricas. Por meio de dois estudos, avaliamos as propriedades psicométricas da escala de gamificação Hexad em português do Brasil considerando uma amostra geral (N=421) e uma amostra especifica de adolescentes (N=110) com idades entre 13 e 16 anos. Ambas análises baseadas em Análise Fatorial Confirmatória, identificaram que apesar de problemas na atual versão da escala, a escala pode ser usada para identificação de perfis usuários de gamificação.Referências
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Klock, A. C. T., Gasparini, I., Pimenta, M. S., and Hamari, J. (2020). Tailored gamification: A review of literature. International Journal of Human-Computer Studies, 144:102495.
Krath, J. and von Korflesch, H. F. O. (2021). Player types and game element preferences: Investigating the relationship with the gamification user types hexad scale. In Fang, X., editor, HCI in Games: Experience Design and Game Mechanics, pages 219–238, Cham. Springer International Publishing.
Kung, F. Y., Kwok, N., and Brown, D. J. (2018). Are attention check questions a threat to scale validity? Applied Psychology, 67(2):264–283.
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Manzano-León, A., Camacho-Lazarraga, P., Guerrero-Puerta, M. A., Guerrero-Puerta, L., Alias, A., Trigueros, R., and Aguilar-Parra, J. M. (2020). Adaptation and validation of the scale of types of users in gamification with the spanish adolescent population. International Journal of Environmental Research and Public Health, 17(11):4157.
Marczewski, A. (2015). Even ninja monkeys like to play. CreateSpace Indep. Publish Platform, Charleston, Chapter User Types, pages 69–84.
Ooge, J., De Croon, R., Verbert, K., and Vanden Abeele, V. (2020). Tailoring gamification for adolescents: A validation study of big five and hexad in dutch. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play, CHI PLAY ’20, page 206–218, New York, NY, USA. Association for Computing Machinery.
Orji, R., Tondello, G. F., and Nacke, L. E. (2018). Personalizing Persuasive Strategies in Gameful Systems to Gamification User Types. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems - CHI ’18.
Santos, A. C. G., Muramatsu, P. K., Oliveira, W., Joaquim, S., Hamari, J., and Isotani, S. (2023a). Psychometric investigation of the gamification hexad user types scale with brazilian portuguese adolescents speakers. Scientific Reports, 13(1):18645.
Santos, A. C. G., Oliveira, W., Altmeyer, M., Hamari, J., and Isotani, S. (2022). Psycho-metric investigation of the gamification hexad user types scale in brazilian portuguese. Scientific reports, 12(1):1–11.
Santos, A. C. G., Oliveira, W., Hamari, J., Joaquim, S., and Isotani, S. (2023b). The consistency of gamification user types: A study on the change of preferences over time. Proceedings of the ACM on Human-Computer Interaction, 7(CHI PLAY):1253– 1281.
Sidekerskienė, T., Damaševičius, R., and Maskeliūnas, R. (2021). Validation of student psychological player types for game-based learning in university math lectures. In Information and Communication Technology and Applications: Third International Conference, ICTA 2020, Minna, Nigeria, November 24–27, 2020, Revised Selected Papers 3, pages 245–258. Springer.
Taskin, N. and Kiliç Çakmak, E. (2020). Adaptation of modified gamification user types scale into turkish. Contemporary Educational Technology, 12(2).
Tondello, G. F., Mora, A., Marczewski, A., and Nacke, L. E. (2019). Empirical validation of the gamification user types hexad scale in english and spanish. International Journal of Human-Computer Studies, 127:95–111.
Şenocak, D., Büyük, K., and Bozkurt, A. (2019). Distribution of hexad gamification user types and their association with intrinsic motivation in open and distance learning systems. In ICERI2019 Proceedings, 12th annual International Conference of Education, Research and Innovation, pages 1011–1017. IATED.
Bai, S., Hew, K. F., and Huang, B. (2020). Is gamification “bullshit”? evidence from a meta-analysis and synthesis of qualitative data in educational contexts. Educational Research Review, page 100322.
Deci, E. L. and Ryan, R. M. (1985). Conceptualizations of intrinsic motivation and self-determination. In Intrinsic motivation and self-determination in human behavior, pages 11–40. Springer.
Diamond, L., Tondello, G. F., Marczewski, A., Nacke, L. E., and Tscheligi, M. (2015). The hexad gamification user types questionnaire: Background and development process. In Workshop on Personalization in Serious and Persuasive Games and Gamified Interactions.
González-González, C. S., Toledo-Delgado, P. A., Muñoz-Cruz, V., and Arnedo-Moreno, J. (2022). Gender and age differences in preferences on game elements and platforms. Sensors, 22(9):3567.
Hamari, J. (2019). Gamification, pages 1–3. The Blackwell Encyclopedia of Sociology, Oxford, UK.
Hayashi, K., Bentler, P. M., and Yuan, K.-H. (2011). 7 - structural equation modeling. In Rao, C., Miller, J., and Rao, D., editors, Essential Statistical Methods for Medical Statistics, pages 202–234. North-Holland, Boston.
Hooper, D., Coughlan, J., and Mullen, M. (2008). Equation modelling: Guidelines for determining model fit. Electronic Journal of Business Research Methods, 6(1):53–60.
Hu, L.-t. and Bentler, P. M. (1999). Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives. Structural equation modeling: a multidisciplinary journal, 6(1):1–55.
Klock, A. C. T., Gasparini, I., Pimenta, M. S., and Hamari, J. (2020). Tailored gamification: A review of literature. International Journal of Human-Computer Studies, 144:102495.
Krath, J. and von Korflesch, H. F. O. (2021). Player types and game element preferences: Investigating the relationship with the gamification user types hexad scale. In Fang, X., editor, HCI in Games: Experience Design and Game Mechanics, pages 219–238, Cham. Springer International Publishing.
Kung, F. Y., Kwok, N., and Brown, D. J. (2018). Are attention check questions a threat to scale validity? Applied Psychology, 67(2):264–283.
Likert, R. (1932). A technique for the measurement of attitudes. Archives of psychology.
Lopez, C. E. and Tucker, C. S. (2019). The effects of player type on performance: A gamification case study. Computers in Human Behavior, 91:333–345.
Manzano-León, A., Camacho-Lazarraga, P., Guerrero-Puerta, M. A., Guerrero-Puerta, L., Alias, A., Trigueros, R., and Aguilar-Parra, J. M. (2020). Adaptation and validation of the scale of types of users in gamification with the spanish adolescent population. International Journal of Environmental Research and Public Health, 17(11):4157.
Marczewski, A. (2015). Even ninja monkeys like to play. CreateSpace Indep. Publish Platform, Charleston, Chapter User Types, pages 69–84.
Ooge, J., De Croon, R., Verbert, K., and Vanden Abeele, V. (2020). Tailoring gamification for adolescents: A validation study of big five and hexad in dutch. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play, CHI PLAY ’20, page 206–218, New York, NY, USA. Association for Computing Machinery.
Orji, R., Tondello, G. F., and Nacke, L. E. (2018). Personalizing Persuasive Strategies in Gameful Systems to Gamification User Types. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems - CHI ’18.
Santos, A. C. G., Muramatsu, P. K., Oliveira, W., Joaquim, S., Hamari, J., and Isotani, S. (2023a). Psychometric investigation of the gamification hexad user types scale with brazilian portuguese adolescents speakers. Scientific Reports, 13(1):18645.
Santos, A. C. G., Oliveira, W., Altmeyer, M., Hamari, J., and Isotani, S. (2022). Psycho-metric investigation of the gamification hexad user types scale in brazilian portuguese. Scientific reports, 12(1):1–11.
Santos, A. C. G., Oliveira, W., Hamari, J., Joaquim, S., and Isotani, S. (2023b). The consistency of gamification user types: A study on the change of preferences over time. Proceedings of the ACM on Human-Computer Interaction, 7(CHI PLAY):1253– 1281.
Sidekerskienė, T., Damaševičius, R., and Maskeliūnas, R. (2021). Validation of student psychological player types for game-based learning in university math lectures. In Information and Communication Technology and Applications: Third International Conference, ICTA 2020, Minna, Nigeria, November 24–27, 2020, Revised Selected Papers 3, pages 245–258. Springer.
Taskin, N. and Kiliç Çakmak, E. (2020). Adaptation of modified gamification user types scale into turkish. Contemporary Educational Technology, 12(2).
Tondello, G. F., Mora, A., Marczewski, A., and Nacke, L. E. (2019). Empirical validation of the gamification user types hexad scale in english and spanish. International Journal of Human-Computer Studies, 127:95–111.
Şenocak, D., Büyük, K., and Bozkurt, A. (2019). Distribution of hexad gamification user types and their association with intrinsic motivation in open and distance learning systems. In ICERI2019 Proceedings, 12th annual International Conference of Education, Research and Innovation, pages 1011–1017. IATED.
Publicado
07/10/2024
Como Citar
SANTOS, Ana Cláudia Guimarães; MURAMATSU, Pedro Kenzo; OLIVEIRA, Wilk; JOAQUIM, Sivaldo; HAMARI, Juho; ISOTANI, Seiji.
Investigação Psicométrica da Escala Hexad para Identificação de Perfis de Usuários de Gamificação em Português Brasileiro. In: ARTIGOS INTERNACIONAIS - SIMPÓSIO BRASILEIRO DE FATORES HUMANOS EM SISTEMAS COMPUTACIONAIS (IHC), 23. , 2024, Brasília/DF.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2024
.
p. 251-256.
DOI: https://doi.org/10.5753/ihc_estendido.2024.241597.