游戏化元素及其在不同玩家类型中的感知——一个项目管理软件的案例研究

Alexander von Janta Lipinski, H. Weber, Ralph Kölle, Thomas Mandl
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引用次数: 1

摘要

游戏化越来越多地应用于信息系统。许多开发者将类似的策略应用于任务的游戏化。对22款包含游戏化元素的手机应用进行的基准测试显示,奖励点是最常见的设计元素。在试点用户实验中,我们分析了用户在项目管理背景下对包括奖励点在内的三个游戏化元素的感知。奖励点被视为一种激励;相比之下,人们对排行榜的评价更为挑剔。结果表明,游戏要素的判断与游戏人格类型有关。玩家类型Killer与对游戏元素的积极评价存在中等且显著的相关性。只有玩家类型的成就者与对奖励积分的积极判断呈正相关。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Gamification Elements and Their Perception by Different Gamer Types - A Case Study for a Project Management Software
Gamification is being applied more and more to information systems. Many developers apply similar strategies for the gamification of tasks. A benchmark conducted in 22 mobile apps containing gamification elements showed reward points as the most frequent design element. In a pilot user experiment, we analyzed the user perception of three gamification elements including reward points in the context of project management. Reward points are seen as motivating; in contrast a leader board was viewed more critically. It was shown that the judgment of elements depends on the game personality type. The gamer type Killer had a medium and significant correlation with a positive evaluation of the gaming elements. Only the gamer type Achiever had a positive and significant correlation with a positive judgment of rewards points.
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