理解游戏化学习系统在采用后对游戏层冲突角色的使用

IF 8.2 2区 管理学 Q1 COMPUTER SCIENCE, INFORMATION SYSTEMS
Han Li , Xin (Robert) Luo , Paul Benjamin Lowry , Jie Zhang
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引用次数: 0

摘要

游戏化正在推动应用程序的广泛采用,预计到2030年市场规模将达到704亿美元。然而,游戏化对最初采用后持续使用的影响在很大程度上仍不清楚。本研究探讨了游戏层如何引起心理疲劳并阻碍持续使用,特别是在学习系统中。利用自我决定理论和认知负荷理论,对307名多邻国用户的认知进行了分析。结果显示,游戏层对收养后使用的影响是混合的,受游戏动机和感知学习复杂性的影响。这项研究强调了游戏化的微妙影响,并为改进游戏化学习系统设计提供了见解。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Understanding the postadoption use of gamified learning systems against the conflicting role of the game layer
Gamification is driving widespread application adoption, with a $70.4 billion projected market by 2030. However, the consequences of gamification on sustained use beyond initial adoption remain largely unclear. This study explores how the game layer may induce psychological fatigue and hinder continued use, particularly in learning systems. Drawing on self-determination theory and cognitive load theory, we analyzed the perceptions of 307 Duolingo users. The results reveal mixed impacts of the game layer on postadoption usage, influenced by gaming motivation and perceived learning complexity. This research underscores the nuanced effects of gamification and offers insights for improving gamified learning system design.
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来源期刊
Information & Management
Information & Management 工程技术-计算机:信息系统
CiteScore
17.90
自引率
6.10%
发文量
123
审稿时长
1 months
期刊介绍: Information & Management is a publication that caters to researchers in the field of information systems as well as managers, professionals, administrators, and senior executives involved in designing, implementing, and managing Information Systems Applications.
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