2018
DOI: 10.1016/j.intmar.2018.03.002
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Gameful Experience in Gamification: Construction and Validation of a Gameful Experience Scale [GAMEX]

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Cited by 231 publications
(230 citation statements)
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References 75 publications
(137 reference statements)
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“…This type of methodology, which is booming within the field of social sciences [55], allows a joint use of qualitative and quantitative methods with the aim of creating an in-depth image about the reality studied [56]. For the quantitative part, the GAMEX (Gameful Experience Scale) scale is used, with the objective of assessing students' perceptions from different dimensions [49,57]. For the qualitative analysis, the classic process of reducing the information categorization and interpreting the open questions has been done.…”
Section: Methodsmentioning
confidence: 99%
“…This type of methodology, which is booming within the field of social sciences [55], allows a joint use of qualitative and quantitative methods with the aim of creating an in-depth image about the reality studied [56]. For the quantitative part, the GAMEX (Gameful Experience Scale) scale is used, with the objective of assessing students' perceptions from different dimensions [49,57]. For the qualitative analysis, the classic process of reducing the information categorization and interpreting the open questions has been done.…”
Section: Methodsmentioning
confidence: 99%
“…GAMEX ha demostrado su fiabilidad como instrumento de recogida de información sobre experiencias gamificadas (Eppmann, Bekk y Klein, 2018). Los autores originales obtienen índices de consistencia interna del constructo muy buenos.…”
Section: Instrumentounclassified
“…Los indicadores de validez y confiabilidad analizados han mostrado que el modelo original propuesto por los autores (Eppmann, Bekk y Klein, 2018) tiene algunas deficiencias en su planteamiento teórico. Aunque los autores se basan en propuestas ya establecidas, como la escala GEQ (Game Engagement/Experience Questionnaire) o GExpQ (Game Experience Questionnaire), parece ser, según indican los resultados, que no se ha realizado una buena interpretación o adaptación de los mismos al objetivo inicial de la investigación.…”
Section: Discusión Y Conclusionesunclassified
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“…In recent decades, the elements of gamification have been widely used in psychology [11,12], education [13,14], business [15], marketing, social networks [16], health care service [17,18] and in other areas. In marketing practice, gamification is used to influence the behavior of consumers and increase the interest of buyers (consumers) in a particular product or service [19]. In education, the elements of gamification are used to improve the learning process, to heighten the interest of students, to increase students' academic progress [20,21,22,23].…”
Section: Introductionmentioning
confidence: 99%