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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