Skip to main content

Table 2 Sample of experiment

From: The effects of personalized gamification on students’ flow experience, motivation, and enjoyment

Gamer type

Sample

Male

Female

Achiever

48

18

30

Conqueror

28

15

12

Daredevil

6

5

1

Mastermind

3

0

3

Seeker

16

5

11

Socializer

9

5

4

Survivor

12

4

8

Total

121

52

69