In pursuit of evidence: a design and empirical study of a gamified online marketplace

B. Buikstra, R. Kortmann, Eric Klaassen, L. Rook, A. Verbraeck
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引用次数: 4

Abstract

Gamification seems a promising method to engage people and stimulate their activity, both offline and online, but has a dearth of empirical evidence in scientific literature. This study investigated whether gamification can have a positive effect on the amount of user-generated content on online marketplaces. Two similar gamification treatments were designed for the mobile website of OLX India, a marketplace for used goods. The treatments were quantitatively evaluated in a double-blind controlled experiment on 51,103 OLX users, who were randomly selected and evenly assigned to a control group and two treatment groups. The users who actively engaged with either of the treatments created more than 6 times as much content as users who did not engage with the treatments, resulting in an overall content increase of over 18% for the treatment groups compared to the control group. Gamification on online marketplaces is effective for users who actively interact with a treatment, not for all users per se.
追求证据:游戏化在线市场的设计和实证研究
游戏化似乎是一种很有前途的方法,可以吸引人们并刺激他们的活动,无论是线下还是线上,但在科学文献中缺乏经验证据。本研究调查了游戏化是否会对在线市场上用户生成内容的数量产生积极影响。OLX India(一个二手商品市场)的手机网站也设计了两个类似的游戏化处理方法。在双盲对照实验中对51,103名OLX使用者进行定量评价,随机选择并均匀分配到对照组和两个治疗组。积极参与任何一种治疗的用户创造的内容是没有参与治疗的用户的6倍多,导致治疗组的总体内容比对照组增加了18%以上。在线市场上的游戏化对那些积极参与治疗的用户是有效的,而不是对所有用户本身。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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