游戏化的情感效应:使用生物信号测量对工作和学习用户的影响

Oliver Korn, A. Rees
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引用次数: 4

摘要

游戏化对通过重复任务工作或学习的用户有什么情感影响?在这项工作中,我们使用生物信号来分析游戏化的这些情感效应。在对相关工作进行简要讨论后,我们描述了通过投射指导和游戏化元素来实现辅助系统增强工作。我们还展示了如何扩展这个系统来分析用户的情绪。在一项用户研究中,我们分析了生物信号(面部表情和皮肤电活动)和常规绩效指标(错误率和任务完成时间)。对于性能度量,结果证实了已知的效果,如提高速度和略微增加错误率。此外,对生物信号的分析为两个主要的情感效应提供了强有力的证据:工作和学习任务的游戏化激发了高度显著的积极情绪,并增加了情绪。结果增加了辅助系统的设计,这是意识到物理和情感环境。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Affective effects of gamification: using biosignals to measure the effects on working and learning users
What emotional effects does gamification have on users who work or learn with repetitive tasks? In this work, we use biosignals to analyze these affective effects of gamification. After a brief discussion of related work, we describe the implementation of an assistive system augmenting work by projecting elements for guidance and gamification. We also show how this system can be extended to analyse users' emotions. In a user study, we analyse both biosignals (facial expressions and electrodermal activity), and regular performance measures (error rate and task completion time). For the performance measures, the results confirm known effects like increased speed and slightly increased error rate. In addition, the analysis of the biosignals provides strong evidence for two major affective effects: the gamification of work and learning tasks incites highly significantly more positive emotions and increases emotionality altogether. The results add to the design of assistive systems, which are aware of the physical as well as the affective context.
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