Fun with AEDs: Examining the Effects of a Gamified Mobile Crowdsourcing Application

Anran Hao, C. S. Lee, Wesley Chee-Wah Tan
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引用次数: 1

Abstract

Crowdsourcing applications enable mass collaboration on problem solving by distributing tasks to individual users. However, the success of crowdsourcing relies on active participation of the users and hence requires an effective incentive mechanism. This study presents an application prototype which utilises mobile crowdsourcing for a nationwide automated external defibrillator (AED) database and explores gamification as the sole incentive strategy on it. Based on motivational needs identified in selfdetermination theory (SDT), we conducted a survey study of 160 participants by examining the effects of the gamified mobile crowdsourcing application against a non-gamified version. Results of regression analyses reveal that the gamification influenced how motivational factors, including perceived value, competence and relatedness, drove users' usage intention of the application.
aed的乐趣:检验游戏化移动众包应用的效果
众包应用程序通过将任务分配给个人用户来实现解决问题的大规模协作。然而,众包的成功依赖于用户的积极参与,因此需要有效的激励机制。本研究提出了一个应用原型,该原型利用移动众包为一个全国性的自动体外除颤器(AED)数据库,并探讨了游戏化作为其唯一的激励策略。基于自我决定理论(SDT)中确定的动机需求,我们通过检查游戏化移动众包应用程序与非游戏化版本的影响,对160名参与者进行了调查研究。回归分析结果显示,游戏化影响了感知价值、能力和相关性等动机因素对用户使用应用的驱动作用。
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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