游戏化的跨学科视角:机制、心理媒介和结果

Miralem Helmefalk
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引用次数: 26

摘要

随着游戏化文献的成熟,不同领域应用这一理论的差距也越来越大。这使得游戏化更加依赖于情境,而不是一个独立的理论本身。为了解决这个问题,游戏化者(负责游戏化的人)如何游戏化一个过程,需要确定三个核心概念。这些是机制、心理媒介和期望的结果。按照这一逻辑,对卫生和保健、众包、可持续性、计算机科学、软件开发、商业和旅游等7个学科的77篇文章进行了审查。这些发现强调了当游戏化一个情境、背景、服务或/和过程时,几个概念之间潜在的因果关系和相关关系。本研究为广泛的游戏化研究提供了另一种统一的视角,以更好地理解游戏化是如何运作的,以及如何影响各种结果。此外,这项研究对这个相当折衷的领域做出了贡献,在展示特定领域的机制以及如何将这些机制用于实证测试方面呈现出更分类的观点。最后,概念模型可以被修改、使用和调整,以研究游戏化对结果的各种影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
An interdisciplinary perspective on gamification: Mechanics, psychological mediators and outcomes
As gamification literature has matured, the gap between how different domains apply the theory has widened. This has positioned gamification as being more dependent on context, rather than being an independent theory per se. To address this notion, three concepts are identified as being central for how a gamificator, the one responsible for gamifying, gamifies a process. These are mechanics, mental mediators and desired outcomes. Following this logic, a review was conducted using 77 (n) articles across seven disciplines, namely health and wellness, crowdsourcing, sustainability, computer science, software development, business, and tourism. The findings highlighted potentially causal and correlational relationships between several concepts when gamifying a situation, context, service or/and process. This research presents an alternative and uniform perspective on the broad gamification research to better understand how gamification functions and can be employed to impact various outcomes. Furthermore, this research contributes to this rather eclectic domain, presenting a more categorized view in showing domain-specific mechanics and how these can be employed for empirical testing. Lastly, the conceptual model can be modified, employed and adjusted to investigate various effects of gamification on outcomes.
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