Survey dataset of self-reported gaming preferences, Bartle test responses, and immersive tendencies among 175 IT students and teachers
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.
Fields of Study & Subjects
Educational Games and Gamification
Gender and Technology in Education
Impact of Technology on Adolescents
Publication details
- Journal / source
- BMC Research Notes
- Publisher
- Springer Science and Business Media LLC
- Volume
- 19
- Issue
- 1
- Publication date
- 16 July 2026
- Language
- EN