A Study on Gamification Effectiveness

P. Cvetkovic, Charly Harbord, H. Hlavacs
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引用次数: 1

Abstract

Studies have shown that gamification increases motivation and user experience when it comes to a certain behavior or completing a process. Gamification is often deeply associated with naı̈ve animations and stylized text. This paper addresses the effect that visual representation has on the motivation of a subject by measuring their motivation after completing a mundane process, with both entertaining gamification elements as well as gamification elements presented in plain text. For the purposes of this study a within subject design was used to gather data. Participants completed the same mundane task three times, once without any gamification elements, once with pragmatic feedback and once with entertaining feedback. After completion, the participants filled out the same Likert scale survey. The results, evaluated using the Wilcoxon Signed-Ranks test method, indicated that there was not a significant difference in user motivation between the visually stylized and plain text feedback. If conducted on a larger scale, this discovery could lead to a reduction in both time and cost for gamification development.
游戏化有效性研究
研究表明,当涉及到某种行为或完成某个过程时,游戏化会增加动机和用户体验。游戏化通常与动画和程式化文本密切相关。本文通过以纯文本形式呈现娱乐性游戏化元素和游戏化元素,通过测量受试者在完成一个平凡过程后的动机,阐述了视觉呈现对受试者动机的影响。为了本研究的目的,采用受试者内设计来收集数据。参与者完成同样的平凡任务三次,一次没有任何游戏化元素,一次有实用主义反馈,一次有娱乐反馈。完成后,参与者填写了相同的李克特量表调查。使用Wilcoxon Signed-Ranks测试方法评估的结果表明,在视觉风格化和纯文本反馈之间,用户动机没有显着差异。如果进行更大规模的研究,这一发现可能会减少游戏化开发的时间和成本。
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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