Survey dataset of self-reported gaming preferences, Bartle test responses, and immersive tendencies among 175 IT students and teachers
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.
Authors
- Ján Skalka (ORCID: https://orcid.org/0000-0003-2211-2794)
- M. Vaľko (ORCID: https://orcid.org/0009-0007-4305-6943)
Institutions
- Constantine the Philosopher University in Nitra (SK)
Publication Details
- Journal
- BMC Research Notes
- Published
- 2026-07-16
- DOI
- https://doi.org/10.1186/s13104-026-07948-7
- Primary Topic
- Educational Games and Gamification
- Type
- article
- Field-Weighted Citation Impact
- 0.00
Funders
- Vedecká Grantová Agentúra MŠVVaŠ SR a SAV