Gameful Experience Questionnaire (GAMEFULQUEST): an instrument for measuring the perceived gamefulness of system use

dc.contributor.authorJohan Högberg
dc.contributor.authorJuho Hamari
dc.contributor.authorErik Wästlund
dc.contributor.organizationfi=digitaalisen kulttuurin, maiseman ja kulttuuriperinnön tutkimus|en=Degree Programme in Digital Culture, Landscape and Cultural Heritage|
dc.contributor.organization-code2602214
dc.converis.publication-id40149085
dc.converis.urlhttps://research.utu.fi/converis/portal/Publication/40149085
dc.date.accessioned2025-08-28T00:53:57Z
dc.date.available2025-08-28T00:53:57Z
dc.description.abstract<p>In this paper, we present the development and validation of an instrument for measuring users’ gameful experience while using a service. Either intentionally or unintentionally, systems and services are becoming increasingly gamified and having a gameful experience is progressively important for the user’s overall experience of a service. Gamification refers to the transformation of technology to become more game-like, with the intention of evoking similar positive experiences and motivations that games do (the gameful experience) and affecting user behavior. In this study, we used a mixed-methods approach to develop an instrument for measuring the gameful experience. In a first qualitative study, we developed a model of the gameful experience using data from a questionnaire consisting of open-ended questions posed to users of Zombies, Run!, Duolingo, and Nike+ Run Club. In a second study, we developed the instrument and evaluated its dimensionality and psychometric properties using data from users of Zombies, Run! (N = 371). Based on the results of this second study, we further developed the instrument in a third study using data from users of Duolingo (N = 507), in which we repeated the assessment of dimensionality and psychometric properties, this time including confirmation of the model. As a result of this work, we devised GAMEFULQUEST, an instrument that can be used to model and measure an individual user’s gameful experience in systems and services, which can be used for user-adapted gamification and for informing user-modeling research within a gamification context.<br /></p>
dc.format.pagerange619
dc.format.pagerange660
dc.identifier.jour-issn0924-1868
dc.identifier.olddbid206631
dc.identifier.oldhandle10024/189658
dc.identifier.urihttps://www.utupub.fi/handle/11111/48084
dc.identifier.urnURN:NBN:fi-fe2021042824459
dc.language.isoen
dc.okm.affiliatedauthorHamari, Juho
dc.okm.discipline616 Other humanitiesen_GB
dc.okm.discipline616 Muut humanistiset tieteetfi_FI
dc.okm.internationalcopublicationinternational co-publication
dc.okm.internationalityInternational publication
dc.okm.typeA1 ScientificArticle
dc.publisherSpringer Netherlands
dc.publisher.countryNetherlandsen_GB
dc.publisher.countryAlankomaatfi_FI
dc.publisher.country-codeNL
dc.relation.doi10.1007/s11257-019-09223-w
dc.relation.ispartofjournalUser Modeling and User-Adapted Interaction
dc.relation.issue3
dc.relation.volume29
dc.source.identifierhttps://www.utupub.fi/handle/10024/189658
dc.titleGameful Experience Questionnaire (GAMEFULQUEST): an instrument for measuring the perceived gamefulness of system use
dc.year.issued2019

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