Enhancing user performance and engagement through gamification: Case study of aqua republica

P. Sureephong, Kitti Puritat, S. Chernbumroong
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引用次数: 15

Abstract

Implementing game-elements could be beneficial for both participant motivation and performance or outcome. Thus, several researches have argued that the value of gamification could come at a cost to experience or reliability of the task. However, there are only a few studies focusing on game elements and their effect on user performance. In our research, in a set of studies we examined the effects of cooperation, leader boards and awarding badges-basic elements of gamification-by the application of a serious game called Aqua Republica, developed in collaboration with the UNEP-DHI Centre. The experiment design was based on a performance comparison between a “Gamified” group and a “Non-Gamified” group playing Aqua Republica with different gamification environment settings. The indicators of the experiments directly measured the actual use in terms of numerical indicators and self-report. In addition, we have found that using leveling and achievement for the “Gamified” group resulted in a slightly higher performance compared to the “Non-Gamified” group. The overall performance was higher throughout the whole session in the “Gamified” group.
通过游戏化提高用户表现和参与度:以《aqua republica》为例
执行游戏元素对参与者的动机、表现或结果都是有益的。因此,一些研究认为,游戏化的价值可能是以牺牲任务的体验或可靠性为代价的。然而,关注游戏元素及其对用户表现影响的研究却寥寥无几。在我们的研究中,在一系列研究中,我们通过一款名为《Aqua Republica》的严肃游戏的应用,考察了合作、排行榜和奖励徽章(游戏化的基本元素)的影响,这款游戏是我们与联合国环境规划署- dhi中心合作开发的。实验设计基于“游戏化”组和“非游戏化”组在不同游戏化环境下玩《Aqua Republica》的表现比较。实验指标从数值指标和自我报告两方面直接衡量实际使用情况。此外,我们还发现,与“非游戏化”组相比,“游戏化”组使用升级和成就会产生稍高的表现。在整个过程中,“游戏化”组的整体表现更高。
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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