A4 Vertaisarvioitu artikkeli konferenssijulkaisussa

Development and Validation of the General-Purpose PlayfulQuest Scale : Investigating Playfulness in Dating App Use




TekijätTuuri, Kai; Vahlo, Jukka

ToimittajaBujić, Mila; Olsson, Thomas; Spors, Velvet; Thibault, Mattia

Konferenssin vakiintunut nimiInternational Academic Mindtrek Conference

Julkaisuvuosi2025

Kokoomateoksen nimiMindtrek '25: Proceedings of the 28th International Academic Mindtrek

Aloitussivu1

Lopetussivu10

ISBN979-8-4007-1512-9

DOIhttps://doi.org/10.1145/3757980.3757981

Verkko-osoitehttps://doi.org/10.1145/3757980.3757981

Rinnakkaistallenteen osoitehttps://research.utu.fi/converis/portal/detail/Publication/505414352


Tiivistelmä

Play and playfulness are usually considered inherent characteristics of an exploring and self-actualizing human being. Although play and its forms of manifestation in human activity and development have been studied for decades, measuring instruments regarding playfulness are still rare. The existing instruments mainly focus on trait-based approach while playfulness in the dynamic processes of contextual engagement has remained largely unaddressed. In this study, a novel psychometric scale PlayfulQuest was developed and validated with Finnish survey data (N=2,278). The scale measures perceived playfulness of contextual engagement in three factors: Immersive Focus, Autotelic Priority, and Non-Real Framing. The scale development was carried out in the context of dating activities, with a particular focus on dating app use. Autotelic Priority appeared as a strongest predictor of playful approach, while Non-Real Framing was identified as the main predictor of perceiving the app use in terms of game-like experience. It was also revealed that the nonusers of dating apps demonstrated higher scores in the all three factors of playfulness in comparison to the group of dating app users. Although the validation of the scale is done in the dating context, it is designed to function as a general-purpose instrument for studying playful engagement across varying contextual activities, regardless of whether they are considered gaming, play, or something else.


Ladattava julkaisu

This is an electronic reprint of the original article.
This reprint may differ from the original in pagination and typographic detail. Please cite the original version.




Julkaisussa olevat rahoitustiedot
This work is funded by Academy of Finland (Centre of Excellence in Game Culture Studies, decision 353267; JYU.LearnDigi, decision 353325). We thank YLE, The Finnish public service broadcasting company, for their collaboration in collecting the convenience sample, and the University of Turku for funding the data collection.


Last updated on 2025-18-11 at 14:37