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.

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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

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article

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

Ján Skalka, M. Vaľko
BMC Research Notes
Educational Games and Gamification
article

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

Ján Skalka, M. Vaľko
article en

Abstract

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.

BMC Research Notes
Constantine the Philosopher University in Nitra (SK)
Vedecká Grantová Agentúra MŠVVaŠ SR a SAV
Quality Education
Openalex Percentile: Top 4%
Educational Games and Gamification
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