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The psychometric validity of established personality and player typology models, specifically the Big Five Inventory and the Gamification User Types Hexad scale, remains insufficient when applied to adolescent populations. Research conducted among 402 Dutch adolescents demonstrates that these adult-validated frameworks fail to meet standard psychometric thresholds for reliability and structural integrity. Confirmatory factor analysis reveals poor fit indices and low factor loadings, indicating that the developmental nuances of teenage behavior are not adequately captured by existing adult-oriented assessment tools.
To address these discrepancies, the study utilizes exploratory factor analysis to prune problematic items and reconstruct the underlying data structure. By simplifying the Hexad model and reformulating specific questionnaire items, researchers have developed adapted versions of these instruments that better align with the cognitive and behavioral profiles of younger users. These adaptations, supported by rigorous back-translation procedures, provide a more accurate methodology for assessing personality traits and gamification preferences within the Dutch adolescent demographic.
Ultimately, the findings underscore a critical need for age-appropriate psychometric instruments in gamification design. Because current models rely on frameworks developed for mature adults, they often misinterpret the complex, evolving motivations of adolescents. Future efforts in user experience design and psychological assessment must prioritize the development of simplified, context-specific scales to ensure that gamification strategies are effectively tailored to the unique developmental stage of this audience. This research serves as a foundational step toward refining these tools to better support personalized digital engagement for younger users.
European Conference on Games Based Learning (ECGBL) · 2025