教育游戏中激励作用的探讨

Dominic Kao, D. Harrell
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引用次数: 16

摘要

定期给予鼓励(例如,“你做得很好”)可以提高各种运动领域的表现。这种改善与参与者的实际表现无关。然而,还没有研究过这种类型的鼓励如何影响电子游戏玩家。在当前的研究中(N = 662),我们观察了以下鼓励条件:(1)积极的(例如,“你做得很好”),(2)消极的(例如,“你做得很差”),(3)中性的(例如,“你做得一般”),(4)没有。通过游戏体验问卷(GEQ),处于中立状态的参与者比处于无状态的参与者有更强的心流、沉浸感和情感。此外,积极和中性条件下的参与者都有最高的总体GEQ评分。这些发现与教育类游戏直接相关。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Exploring the Effects of Encouragement in Educational Games
Encouragement (e.g., 'You're doing well') given at regular intervals improves performance in a variety of sporting domains. This improvement is regardless of the actual performance of participants. However, it has not been studied how this type of encouragement can affect players of video games. In the current study (N = 662), we look at the following encouragement conditions: (1) Positive (e.g., 'You're doing good'), (2) Negative (e.g., 'You're doing badly'), (3) Neutral (e.g., 'You're doing average'), and (4) None. Via the Game Experience Questionnaire (GEQ), participants in the Neutral condition had significantly improved flow, immersion, and affect than participants in the None condition. Moreover, participants in both the Positive and Neutral conditions had the highest overall GEQ ratings. These findings are directly relevant to educational games.
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