Perceptions and Behaviour in Gameplay: A Qualitative Study of Self-Reported vs. Observed Engagement through Gamification User Types Hexad Scale

Motivation is a key driver of student engagement and persistence, helping learners navigate academic challenges in higher education. Gamification, the use of game-like elements in non-game contexts, is a common strategy to enhance motivation in learning. This study examines the alignment between users’ self-identified Hexad types and their observed behaviors during gameplay. Using a qualitative approach, data were collected through the Hexad survey, semi-structured interviews, and observation of gameplay sessions in Baldur’s Gate 3. Findings show limited alignment, with only half of participants’ reported types matching their behaviors. While most identified as Achievers, their actions more often reflected Player and Free Spirit tendencies. Free Spirit motivations, such as exploration and narrative engagement, were linked to stronger persistence, whereas reward-driven Player behaviors showed more variable engagement. These results suggest motivation is dynamic and context-dependent, highlighting the need to design gamification based on observed behavior rather than self-reports.

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Digital Commons - East Tennessee State University (East Tennessee State University)
Published
2026-05-01
Primary Topic
Educational Games and Gamification
Type
article
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article

Perceptions and Behaviour in Gameplay: A Qualitative Study of Self-Reported vs. Observed Engagement through Gamification User Types Hexad Scale

Prinsa Ghimire
Digital Commons - East Tennessee State University (East Tennessee State University)
Educational Games and Gamification
article

Perceptions and Behaviour in Gameplay: A Qualitative Study of Self-Reported vs. Observed Engagement through Gamification User Types Hexad Scale

Prinsa Ghimire
article en

Abstract

Motivation is a key driver of student engagement and persistence, helping learners navigate academic challenges in higher education. Gamification, the use of game-like elements in non-game contexts, is a common strategy to enhance motivation in learning. This study examines the alignment between users’ self-identified Hexad types and their observed behaviors during gameplay. Using a qualitative approach, data were collected through the Hexad survey, semi-structured interviews, and observation of gameplay sessions in Baldur’s Gate 3. Findings show limited alignment, with only half of participants’ reported types matching their behaviors. While most identified as Achievers, their actions more often reflected Player and Free Spirit tendencies. Free Spirit motivations, such as exploration and narrative engagement, were linked to stronger persistence, whereas reward-driven Player behaviors showed more variable engagement. These results suggest motivation is dynamic and context-dependent, highlighting the need to design gamification based on observed behavior rather than self-reports.

Digital Commons - East Tennessee State University (East Tennessee State University)
East Tennessee State University (US)
Openalex Percentile: Top 5%
Educational Games and Gamification
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