Nudge还是Gamify——如何修复现实?

IF 1.5 Q2 EDUCATION & EDUCATIONAL RESEARCH
M. Schijven, T. Kikkawa
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引用次数: 1

摘要

我们可以说,如今的现实已经破碎。根据Jane McGonigal的说法,这不是什么新闻,因为这是她2011年开创性的必读书的标题(McGonigal,2011)。Jane广泛阐述了对现实的逃避,为什么游戏可以让我们在生活中变得更好和成功,以及游戏如何改变世界。一本已有十年历史的书,但与以往一样具有相关性。游戏可能会激励我们合作和协作,修复现实所破坏的东西,而游戏可能会成为一种思考和解决问题的方式,而不是摆弄一个小工具。现在,如何让人们进入一个流动区,自由思考如何解决日常问题?关于这一点,有很多理论,在我们的思考中,我们可能会找到不同的游戏。从玩游戏转向游戏化,然后转向轻推可能是一个非常有趣的概念。但对于游戏化和轻推之间微妙但重要的区别,我们几乎没有发现什么。事实上,了解它们的区别以实现利益最大化是相关的。游戏化是一个很大程度上源于营销的概念。行为被认为是与周围环境直接或间接互动的结果,由奖励和/或惩罚形式的反馈产生。因此,行为在很大程度上是有条件的,让玩家在游戏架构师制定的选项之间进行选择。使用游戏机制(如竞争、奖励、成就,通常还有惩罚)来制定游戏,可以激活人们,参与主题,如果做得好,可以帮助人们做出更明智的决定,从而在现实中取得更好的结果。另一方面,Nudging是关于自由选择的架构。游戏大师,游戏架构师,在现实生活中为玩家(我们不是都是吗?)提供了框架式的选择,提供了选择。他/她可以让一种选择比另一种更有吸引力
本文章由计算机程序翻译,如有差异,请以英文原文为准。
To Nudge or to Gamify – How to Repair Reality?
We may say that reality these days is broken. According to Jane McGonigal, that is no news, as that was the title of her groundbreaking and a must-read book back in 2011 (McGonigal, 2011). Jane extensively elaborated on escapism from reality, why games may make us better and succeed in life, and how games can change the world. A book a decade old, but is relevant to date as ever. As gaming may inspire us to cooperate and collaborate to repair what reality has broken, and gameplay may become a way of thinking and solving problems, rather than tinkering with a gadget. Now how to get people into a flow-zone, freely thinking how to solve everyday problems? Many theories about that, and in our thinking, we may find different games to play. Moving from playing a game, towards gamification and then shifting into nudging may be a very interesting concept. But little is to be found about the delicate, but important differences between gamification and nudging. Indeed, it is relevant to understand what sets them apart to maximize benefits. Gamification is a concept that has largely arisen from marketing. Behavior is believed to be the outcome from direct or indirect interaction with one’s surroundings, resulting from feedback in the form of rewards and/or punishments. Behavior is thus largely conditioned, having the player choose between options that are set out by the architect of the game. Setting out a game using game mechanics such as competition, rewards, accomplishments and often also punishments may activate people, engage theme and when well done, help people make better informed decisions for better outcomes in reality. Nudging, on the other hand, is all about free choice architecture. The master of the game, the game architect, provides players (aren’t we all?) in real life with framed options, providing choice. And s/he can make one option more appealing than the other
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来源期刊
SIMULATION & GAMING
SIMULATION & GAMING EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
5.30
自引率
5.00%
发文量
35
期刊介绍: Simulation & Gaming: An International Journal of Theory, Practice and Research contains articles examining academic and applied issues in the expanding fields of simulation, computerized simulation, gaming, modeling, play, role-play, debriefing, game design, experiential learning, and related methodologies. The broad scope and interdisciplinary nature of Simulation & Gaming are demonstrated by the wide variety of interests and disciplines of its readers, contributors, and editorial board members. Areas include: sociology, decision making, psychology, language training, cognition, learning theory, management, educational technologies, negotiation, peace and conflict studies, economics, international studies, research methodology.
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