The knowledge of evaluation instruments to determine the level of gameplay of
schoolchildren is very important at this time. A systematic review has been carried out in this
study. The aim of this paper is to investigate the psychometric properties of a study of a sample
of Spanish gamers. Two hundred and thirty-seven children (mean age: 11.2 +/- 1.17 years, range:
10-12 years, 59.5% female) completed the Gameplay-Scale to discover their opinions after a game
session with a serious educational game. The final scale consisted of three factors. The fit for factor 1
(usability) was 0.712, the fit for factor 2 was 0.702 (satisfaction), the fit for factor 3 was 0.886 (empathy)
and the overall fit was 0.868. A positive and direct relationship could be observed between all the
dimensions of the developed scale. The greatest correlation strength is shown between satisfaction
and empathy (r = 0.800; p < 0.005), followed by satisfaction and usability (r = 0.180; p < 0.05) and
the association between empathy and usability (r = 0.140; p < 0.05). In summary, the results of the
present study support the use of the Gameplay-Scale as a valid and reliable measure of the game
experience of youth populations. These results demonstrate strong psychometric properties so that
the Gameplay-Scale appears to be a valid instrument for children in different contexts where an
educational video game is used, analyzing its usability/“playability” in terms of learning to use it,
game satisfaction, and empathy.This research is supported by the Andalusian Research Program under the project P11-TIC-7486
co-funded by FEDER, together with TIN2014-56494-C4-3-P and TEC2015-68752 from the Spanish Ministry of
Economy and Competitiveness and FEDER also