在游戏化驾驶模拟器中诱导错误行为

Steffen Maurer, Ramona Schmid, Rainer Erbach, E. Rukzio
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引用次数: 0

摘要

排行榜等游戏化元素可以用来影响人们的动机和行为。这可以用于驾驶模拟器研究,以说服参与者行为不端。这种行为是测试参与者对干预援助系统的反应所必需的。在一项简短的初步研究(n=7)中,研究人员探讨了竞争因素是否能够在驾驶模拟器中引入时间压力和高度参与分心任务。除了一份简短的问卷外,还对驾驶行为进行了观察和定性评估。虽然所有的参与者都被与同事竞争的可能性所激励,但制造时间压力的做法并不成功。然而,分心和时间压力对驾驶行为的影响是显而易见的。最后,从结果中得出了在模拟器中引起特定行为的特定情况下的设计建议。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Inducing erroneous behavior in a driving simulator with gamification
Gamification elements like leader boards can be used to influence motivation and therefore behavior of people. This could be used in a driving simulator study to persuade the participant to misbehave. Such behavior is required to test participants' reactions to intervening assistance systems. In a short preliminary study (n=7), it was explored if a competitive element enables the introduction of time pressure and a high involvement in a distraction task in a driving simulator. Beside a short questionnaire, the driving behavior was observed and qualitatively evaluated. While all participants felt motivated by the possibility to compete with their colleagues, the creation of time pressure was not successful. Though, the effects of said distraction and time pressure on the driving behavior was noticeable. Finally, recommendations for the design of specific situations that induce a certain behavior in the simulator are derived from the results.
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