Gamification user types and game playing preferences of university students

O. Yildirim, Nesrin Ozdener, Ali Geriş
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引用次数: 8

Abstract

Students' widespread use of games has attracted scientists' attention, and it has been a matter of curiosity whether games can be used in education. The primary purpose of this descriptive study is to examine gamification user types of university students. In addition, the digital game playing characteristics and preferences of students were identified. The participants comprised one hundred and eighty-one (181) university students enrolled at a state university in Turkey. An online questionnaire prepared by researchers and the Gamification User Types Hexad Scale were used as data collection tools. Descriptive statistics (mean, percentage, frequency), Kruskal Wallis H, and chi-square analysis were utilized for data analysis. The results revealed that the highest ratio of students stemmed from achievers, philanthropists, and players. Furthermore,  participants mostly preferred to play online games, and most of the students played digital games daily. Keywords: Digital games, game preferences, game genre, gamification user types.
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大学生游戏化用户类型及游戏偏好
学生对游戏的广泛使用引起了科学家的注意,游戏是否可以用于教育一直是一个好奇的问题。这项描述性研究的主要目的是调查大学生的游戏化用户类型。此外,还发现了学生的数字游戏特点和偏好。参与者包括在土耳其一所州立大学就读的181名大学生。数据收集工具为研究人员准备的在线调查问卷和游戏化用户类型六边形量表。采用描述性统计(平均值、百分比、频率)、Kruskal Wallis H和卡方分析进行数据分析。结果显示,学生中成就者、慈善家和运动员的比例最高。此外,参与者大多喜欢玩网络游戏,大多数学生每天都玩数字游戏。关键词:数字游戏,游戏偏好,游戏类型,游戏化用户类型
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