Leaderboard Position Psychology: Counterfactual Thinking

E. Sun, Brooke Jones, Stefano Tracà, M. Bos
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引用次数: 14

Abstract

One of the main principles of gamification is the use of social comparison. Leaderboards are commonly used to allow players to compare their performance against others'. We sought to examine how leaderboard ranking affected satisfaction with a game and desire to play a game again. In our study, individuals in a second, fourth, or seventh position on the leaderboard reported higher satisfaction than individuals in other positions on the leaderboard. Our results support a potential mechanism that might contribute to game satisfaction from leaderboard position: counterfactual thinking. Future work and implications for the design of leaderboards are discussed.
排行榜位置心理学:反事实思维
游戏化的主要原则之一是使用社会比较。排行榜通常用于让玩家将自己的表现与其他人进行比较。我们试图研究排行榜排名如何影响玩家对游戏的满意度和再次体验游戏的欲望。在我们的研究中,排名第二、第四或第七的玩家比排名其他位置的玩家满意度更高。我们的研究结果支持了一种可能有助于从排行榜位置获得游戏满足感的潜在机制:反事实思维。本文还讨论了排行榜设计的未来工作和意义。
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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