Objectives <p>Motivational orientation and immersive tendency describe complementary questionnaire-based dimensions of player characterization. Motivation instruments capture why players report engaging with games, whereas immersive-tendency instruments describe individual predispositions toward absorption, involvement, and attention focusing in mediated environments. To support reuse in questionnaire-based player modelling, we created an open, item-level, single-cohort survey dataset linking Bartle Test responses, ITQ-18 responses, demographics, and self-reported gaming preferences among IT students and teachers.</p> Data description <p>The dataset contains a single comma-separated values (CSV) file (one record per participant), with <i>n</i> = 175 and 64 variables. It includes: demographics (age, gender); self-reported weekly gaming time (total and excluding mobile); preferred mode (single-player or multiplayer); binary genre indicators with the most popular genre; item-level responses from the 30-item Bartle Test of Gamer Psychology with response options Achiever, Socializer, Explorer, Killer; and 18 items from the Immersive Tendencies Questionnaire rated on a seven-point Likert scale. The dataset is fully anonymized, contains no free-text fields, and uses categorical codes to facilitate reuse.</p>

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Survey dataset of self-reported gaming preferences, Bartle test responses, and immersive tendencies among 175 IT students and teachers

  • Ján Skalka,
  • Matúš Valko

摘要

Objectives

Motivational orientation and immersive tendency describe complementary questionnaire-based dimensions of player characterization. Motivation instruments capture why players report engaging with games, whereas immersive-tendency instruments describe individual predispositions toward absorption, involvement, and attention focusing in mediated environments. To support reuse in questionnaire-based player modelling, we created an open, item-level, single-cohort survey dataset linking Bartle Test responses, ITQ-18 responses, demographics, and self-reported gaming preferences among IT students and teachers.

Data description

The dataset contains a single comma-separated values (CSV) file (one record per participant), with n = 175 and 64 variables. It includes: demographics (age, gender); self-reported weekly gaming time (total and excluding mobile); preferred mode (single-player or multiplayer); binary genre indicators with the most popular genre; item-level responses from the 30-item Bartle Test of Gamer Psychology with response options Achiever, Socializer, Explorer, Killer; and 18 items from the Immersive Tendencies Questionnaire rated on a seven-point Likert scale. The dataset is fully anonymized, contains no free-text fields, and uses categorical codes to facilitate reuse.