Shallow Gamification

Shallow Gamification
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浅层游戏化

DOI:
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发表时间:
2015
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通讯作者:
Andreas Lieberoth
Andreas Lieberoth
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文献类型:
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作者:
Andreas Lieberoth

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这篇文章实验性地分离了框架与游戏机制的心理影响,当把一个严肃的活动作为游戏呈现时。在非游戏环境中的游戏元素的研究往往描述完整的包,没有办法评估他们的个人心理和功能的影响。为了隔离框架的影响,学生(N = 90)被分配到讨论学习环境问题,通过一系列的问题,通过竞争性的讨论板游戏,或虽然相同的游戏文物,但没有游戏机制。两组之间的任务参与和自我报告的内在动机进行了比较。结果表明,简单地将活动框定为游戏,虽然方言和文物的影响几乎一样多的心理力量,作为完整的游戏机制。在这两个游戏条件下,兴趣和享受显着优于控制上级,但其他内在动机变量保持不变。在非游戏背景下的游戏设计的影响进行了讨论,并开发了一个框架,区分“深和浅的游戏化”的机制和框架。
This article experimentally dissociates the psychological impact of framing versus game mechanics, when presenting a serious activity as a game. Studies of game elements in nongame contexts tend to describe full packages, with no way of assessing their individual psychological and functional impact. To isolate the effects of framing, students (N = 90) were assigned to either discuss study environment issues through a list of questions, via a competitive discussion board game, or though the same game artifacts but with no game mechanics. Task engagement and self-reported intrinsic motivation were compared between groups. Results demonstrate that the effects of simply framing the activity as a game though vernacular and artifacts holds almost as much psychological power as the full game mechanics. In both game conditions, interest and enjoyment were significantly superior to controls, but other intrinsic motivation variables remained unchanged. Implications for game design in nongame contexts are discussed, and a framework for differentiating “deep and shallow gamification” in terms of mechanics and framing is developed.