关于使用跑步应用的动机和粘性的游戏化分析

Nia Karlna, Arsa Widitiarsa Utoyo, E. H. Saptaputra
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引用次数: 0

摘要

游戏化是指将游戏功能(主要是电子游戏元素)应用于与游戏无关的环境中,以促进学习动机和承诺。游戏化在教学环境中的应用为许多感到与传统教学方法疏远的人提供了一些补救措施。游戏化的使用可以部分解决用户今天面对的学生动机和投入减少的问题。具体来说,年轻的环境可以从游戏化中受益匪浅,不仅因为它的乐趣,还因为它的健康生活。这种对游戏化文献的批判性分析希望成为游戏化对动机和承诺的影响序列的一部分。在研究游戏化对动机和承诺的影响时提出的一种方法,以及一项实证研究,包括一个提供跟踪和游戏化元素的智能手机应用程序。而控制臂则由一个设计相同的应用程序组成,仅具有跟踪健康信息的特征。这一建议将在雅加达的年轻人中提出,他们在休息日不用开车时使用应用程序
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Gamification Analysis for Motivation and Engagement Using Running Apps
Gamification is the application of game features, mainly elements of video games, in a context not related to the game in order to promote motivation and commitment to learning. The application of gamification in a pedagogical context provides some remedy for many people who feel alienated from traditional teaching methods. The use of gamification could provide a partial solution to the decrease in the motivation and commitment of the students that the user faces today. Specifically, the younger environment could benefit greatly from gamification not only for its enjoyment but also for a healthy life. This critical analysis of gamification literature wants to be part of a sequence on the effect of gamification on motivation and commitment. A methodology proposed in the study of the effects of gamification in motivation and commitment, as well as an empirical study, consists of a smartphone application that provides tracking and gamification elements. While the control arm consists of on an application designed identically only with the characteristics of tracking health information. The proposal will be made among young people who use applications on the day off from cars in Jakarta
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