Validating Gameplay Activity Inventory (GAIN) for Modeling Player Profiles

dc.contributor.authorJukka Vahlo
dc.contributor.authorJouni Smed
dc.contributor.authorAki Koponen
dc.contributor.organizationfi=Centre for Collaborative Research (CCR)|en=Centre for Collaborative Research (CCR)|
dc.contributor.organizationfi=tietotekniikan laitos|en=Department of Computing|
dc.contributor.organization-code1.2.246.10.2458963.20.85312822902
dc.contributor.organization-code1.2.246.10.2458963.20.87107995810
dc.converis.publication-id36543062
dc.converis.urlhttps://research.utu.fi/converis/portal/Publication/36543062
dc.date.accessioned2025-08-28T00:44:34Z
dc.date.available2025-08-28T00:44:34Z
dc.description.abstract<p>In the present study, we validated Gameplay Activity Inventory (GAIN), a short and psychometrically sound instrument for measuring players' gameplay preferences and modeling player pro les. In Study 1, participants in Finland (N = 879) responded to a 52-item version of GAIN. An exploratory factor analysis was used to identify ve latent factors of gameplay activity appreciation: Aggression, Management, Exploration, Coordination, and Caretaking. In Study 2, respondents in Canada (N = 1; 322) and Japan (N = 1; 178) responded to GAIN, and the factor structure of a 15-item version was examined using a Con rmatory 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 inboth demographics and game choice. GAIN can be used in research as a tool for investigating player pro les. Game companies, publishers and analysts can utilize GAIN in player-centric game development and targeted marketing and in generating personalized game recommendations.</p>
dc.format.pagerange425
dc.format.pagerange453
dc.identifier.eissn1573-1391
dc.identifier.jour-issn0924-1868
dc.identifier.olddbid206314
dc.identifier.oldhandle10024/189341
dc.identifier.urihttps://www.utupub.fi/handle/11111/45365
dc.identifier.urlhttps://link.springer.com/article/10.1007/s11257-018-9212-y
dc.identifier.urnURN:NBN:fi-fe2021042720120
dc.language.isoen
dc.okm.affiliatedauthorVahlo, Jukka
dc.okm.affiliatedauthorSmed, Jouni
dc.okm.affiliatedauthorKoponen, Aki
dc.okm.discipline113 Computer and information sciencesen_GB
dc.okm.discipline511 Economicsen_GB
dc.okm.discipline616 Other humanitiesen_GB
dc.okm.discipline113 Tietojenkäsittely ja informaatiotieteetfi_FI
dc.okm.discipline511 Kansantaloustiedefi_FI
dc.okm.discipline616 Muut humanistiset tieteetfi_FI
dc.okm.internationalcopublicationnot an international co-publication
dc.okm.internationalityInternational publication
dc.okm.typeA1 ScientificArticle
dc.publisherSpringer
dc.publisher.countryUnited Statesen_GB
dc.publisher.countryYhdysvallat (USA)fi_FI
dc.publisher.country-codeUS
dc.relation.doi10.1007/s11257-018-9212-y
dc.relation.ispartofjournalUser Modeling and User-Adapted Interaction
dc.relation.issue4-5
dc.relation.volume28
dc.source.identifierhttps://www.utupub.fi/handle/10024/189341
dc.titleValidating Gameplay Activity Inventory (GAIN) for Modeling Player Profiles
dc.year.issued2018

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