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  3. Vol. 10, No. 1, February 2025
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Vol. 10, No. 1, February 2025

Issue Published : Feb 1, 2025
Creative Commons License

This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.

How HEXAD Types Influence Systemic and Finer-Grained Experiences in Gameful Educational Media: An Exploratory Study

https://doi.org/10.22219/kinetik.v10i1.1985
Sugiarto
University of Pembangunan Nasional "Veteran" Jawa Timur
Pratama Wirya Atmaja
University of Pembangunan Nasional "Veteran Jawa Timur
Eka Prakarsa Mandyartha
University of Pembangunan Nasional "Veteran" Jawa Timur

Corresponding Author(s) : Pratama Wirya Atmaja

pratama_wirya.fik@upnjatim.ac.id

Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control, Vol. 10, No. 1, February 2025
Article Published : Feb 1, 2025

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Abstract

Education in the 21st century demands technology support, in which gameful media, such as educational games, can provide. Providing this support also requires the media to accommodate the different needs of the players, which can be identified by classifying the players’ type using HEXAD typology. However, the effect of HEXAD type classification on players’ experience in gameful media is still vague. This study aims to adress this vagueness by exploring the implementation of HEXAD in a more systemic and fine-grained manner using a playtest of an educational role-playing game. We measured the playtesters’ gameplay and learning experiences (n = 60) through a questionnaire developed based on HEXAD scale, GUESS, and EGameFlow. We also measured the correlation between the playtesters’ HEXAD types and their gameplay and learning experiences. Our analysis of the correlations uncovers exciting findings, including that the “achiever” type strongly appreciates playability features and that playability is among the essential gameplay factors for HEXAD types. We also propose design principles that can guide future research and development of the media.

Keywords

Gameful Educational Media HEXAD Typology Player Experience Systemic Finer-grained
Sugiarto, Atmaja, P. W., & Mandyartha, E. P. (2025). How HEXAD Types Influence Systemic and Finer-Grained Experiences in Gameful Educational Media: An Exploratory Study. Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control, 10(1). https://doi.org/10.22219/kinetik.v10i1.1985
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References
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References


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H. Xie, H.-C. Chu, G.-J. Hwang, and C.-C. Wang, “Trends and development in technology-enhanced adaptive/personalized learning: A systematic review of journal publications from 2007 to 2017,” Computers & Education, vol. 140, Oct. 2019. https://doi.org/10.1016/j.compedu.2019.103599

G. F. Tondello, R. R. Wehbe, L. Diamond, M. Busch, A. Marczewski, and L. E. Nacke, “The Gamification User Types Hexad Scale,” in Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, Oct. 2016, pp. 229–243. https://doi.org/10.1145/2967934.2968082

E. van Laar, A. J. A. M. van Deursen, J. A. G. M. van Dijk, and J. de Haan, “Determinants of 21st-century digital skills: A large-scale survey among working professionals,” Computers in Human Behavior, vol. 100, pp. 93–104, Nov. 2019. https://doi.org/10.1016/j.chb.2019.06.017

J. Hamari and J. Tuunanen, “Player Types: A Meta-synthesis,” Transactions of the Digital Games Research Association, vol. 1, no. 2, pp. 29–53, Mar. 2014. https://doi.org/10.26503/todigra.v1i2.13

G. F. Tondello, A. Mora, A. Marczewski, and L. E. Nacke, “Empirical validation of the Gamification User Types Hexad scale in English and Spanish,” International Journal of Human-Computer Studies, vol. 127, pp. 95–111, Jul. 2019. https://doi.org/10.1016/j.ijhcs.2018.10.002

F. Spyridonis and D. Daylamani-Zad, “A serious game to improve engagement with web accessibility guidelines,” Behaviour & Information Technology, vol. 40, no. 6, pp. 578–596, Apr. 2021. https://doi.org/10.1080/0144929X.2019.1711453

T. Govender and J. Arnedo-Moreno, “An Analysis of Game Design Elements Used in Digital Game-Based Language Learning,” Sustainability, vol. 13, no. 12, Jun. 2021. https://doi.org/10.3390/su13126679

S. Arnab et al., “Mapping learning and game mechanics for serious games analysis,” British Journal of Educational Technology, vol. 46, no. 2, pp. 391–411, 2015. https://doi.org/10.1111/bjet.12113

F. Ke, “Designing and integrating purposeful learning in game play: a systematic review,” Educational Technology Research and Development, vol. 64, no. 2, pp. 219–244, 2016. https://doi.org/10.1007/s11423-015-9418-1

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M. Gholizadeh, F. Taghiyareh, and S. Alvandkoohi, “Toward a Propensity-Oriented Player Typology in Educational Mobile Games,” International Journal of Game-Based Learning, vol. 8, no. 2, pp. 55–67, Apr. 2018. https://doi.org/10.4018/IJGBL.2018040105

W. S. Ravyse, A. S. Blignaut, V. Leendertz, and A. Woolner, “Success factors for serious games to enhance learning: a systematic review,” Virtual Reality, vol. 21, no. 1, pp. 31–58, 2017. https://doi.org/10.1007/s10055-016-0298-4

P. W. Atmaja and S. Sugiarto, “Balancing Entertainment, Cost, and Educational Strength: A Design Framework for Medium-Coupling Educational Games,” Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control, vol. 6, no. 1, pp. 27–40, Feb. 2021. https://doi.org/10.22219/kinetik.v6i1.1158

L. E. Nacke, C. Bateman, and R. L. Mandryk, “BrainHex: A neurobiological gamer typology survey,” Entertainment Computing, vol. 5, no. 1, pp. 55–62, Jan. 2014. https://doi.org/10.1016/j.entcom.2013.06.002

R. Orji, R. L. Mandryk, and J. Vassileva, “Improving the Efficacy of Games for Change Using Personalization Models,” ACM Transactions on Computer-Human Interaction, vol. 24, no. 5, pp. 1–22, Nov. 2017. https://doi.org/10.1145/3119929

É. Lavoué, B. Monterrat, M. Desmarais, and S. George, “Adaptive Gamification for Learning Environments,” IEEE Transactions on Learning Technologies, vol. 12, no. 1, pp. 16–28, 2019. https://doi.org/10.1109/TLT.2018.2823710

M. Busch, E. Mattheiss, R. Orji, P. Fröhlich, M. Lankes, and M. Tscheligi, “Player Type Models: Towards Empirical Validation,” in Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems, May 2016, pp. 1835–1841. https://doi.org/10.1145/2851581.2892399

R. Stein and A. B. Swan, “Evaluating the validity of Myers‐Briggs Type Indicator theory: A teaching tool and window into intuitive psychology,” Social and Personality Psychology Compass, vol. 13, no. 2, Feb. 2019. https://doi.org/10.1111/spc3.12434

R. M. Ryan and E. L. Deci, “Intrinsic and extrinsic motivation from a self-determination theory perspective: Definitions, theory, practices, and future directions,” Contemporary Educational Psychology, vol. 61, Apr. 2020. https://doi.org/10.1016/j.cedpsych.2020.101860

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Author Biographies

Sugiarto, University of Pembangunan Nasional "Veteran" Jawa Timur

Sugiarto is a lecturer in the Faculty of Computer Science of the University of Pembangunan Nasional “Veteran” Jawa Timur, Indonesia. His expertise lies in software development, database development research, and digital entrepreneurship development. His evolving research focus centers around software development for marketing and product development of SMEs and local communities.

Pratama Wirya Atmaja, University of Pembangunan Nasional "Veteran Jawa Timur

Pratama Wirya Atmaja is a lecturer in the Faculty of Computer Science of the University of Pembangunan Nasional “Veteran” Jawa Timur, Indonesia, with a background in games and software engineering. His research focuses on educational games, interactive narratives, systems thinking, and transmedia learning. He is especially interested in design topics, both theoretical (e.g., the intersection between information, narrative, and interactivity) and practical (e.g., how to connect specific game components to specific components of learning content). He has been a member of ARDIN (Association for Research in Digital Interactive Narratives) and COST Action INDCOR (Interactive Narrative Design for Complexity Representations) since 2022.

Eka Prakarsa Mandyartha, University of Pembangunan Nasional "Veteran" Jawa Timur

Eka Prakarsa Mandyartha is a lecturer in the Faculty of Computer Science of the University of Pembangunan Nasional “Veteran” Jawa Timur, Indonesia. His background and research are in smart computing and artificial intelligence. He is currently interested in the practical uses of LLM systems such as ChatGPT in education and other fields.

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