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The effects of framing in gamificati...
~
Bruhlmann, Florian.
The effects of framing in gamification[electronic resource] :a study of failure /
紀錄類型:
書目-語言資料,印刷品 : Monograph/item
杜威分類號:
153.8
書名/作者:
The effects of framing in gamification : a study of failure // by Florian Bruhlmann.
作者:
Bruhlmann, Florian.
出版者:
Wiesbaden : : Springer Fachmedien Wiesbaden :, 2016.
面頁冊數:
xiii, 68 p. : : ill., digital ;; 24 cm.
Contained By:
Springer eBooks
標題:
Motivation (Psychology)
標題:
Cognitive psychology.
標題:
Psychology.
標題:
Cognitive Psychology.
標題:
Industrial and Organizational Psychology.
標題:
General Psychology.
ISBN:
9783658169268
ISBN:
9783658169251
內容註:
The Perspective of Self-Determination Theory -- The Role of Context in the Perception of Feedback -- Failing and Uncertainty in Games -- Two Experiments Testing the Effects of Framing on Motivation -- Implications for Theory and Design of Gamification.
摘要、提要註:
The author shows that - contradicting the findings of Lieberoth (2015) - simply framing an activity as a game does not increase intrinsic motivation of the participants in a difficult puzzle task. Moreover, for participants who failed at the puzzle, it does not make any difference in terms of intrinsic motivation whether it was framed as a task, a meaningful task, a game or a test of cognitive abilities. However, perceived value of the activity and satisfaction of the need for autonomy were identified as significant predictors for completing additional rounds of the task. This lends support for the importance of the voluntariness and meaningfulness of the task to keep people engaged in gamification. Contents The Perspective of Self-Determination Theory The Role of Context in the Perception of Feedback Failing and Uncertainty in Games Two Experiments Testing the Effects of Framing on Motivation Implications for Theory and Design of Gamification Target Groups Lecturers, students and practitioners in the fields of psychology, information technology and design About the Author Florian Bruhlmann is PhD student at the HCI research group at the University of Basel, Switzerland. He is a trained psychologist with special emphasis on Human-Computer Interaction. His research interests include player experience research, questionnaire development and statistical methods for human-computer interaction research.
電子資源:
http://dx.doi.org/10.1007/978-3-658-16926-8
The effects of framing in gamification[electronic resource] :a study of failure /
Bruhlmann, Florian.
The effects of framing in gamification
a study of failure /[electronic resource] :by Florian Bruhlmann. - Wiesbaden :Springer Fachmedien Wiesbaden :2016. - xiii, 68 p. :ill., digital ;24 cm. - BestMasters. - BestMasters..
The Perspective of Self-Determination Theory -- The Role of Context in the Perception of Feedback -- Failing and Uncertainty in Games -- Two Experiments Testing the Effects of Framing on Motivation -- Implications for Theory and Design of Gamification.
The author shows that - contradicting the findings of Lieberoth (2015) - simply framing an activity as a game does not increase intrinsic motivation of the participants in a difficult puzzle task. Moreover, for participants who failed at the puzzle, it does not make any difference in terms of intrinsic motivation whether it was framed as a task, a meaningful task, a game or a test of cognitive abilities. However, perceived value of the activity and satisfaction of the need for autonomy were identified as significant predictors for completing additional rounds of the task. This lends support for the importance of the voluntariness and meaningfulness of the task to keep people engaged in gamification. Contents The Perspective of Self-Determination Theory The Role of Context in the Perception of Feedback Failing and Uncertainty in Games Two Experiments Testing the Effects of Framing on Motivation Implications for Theory and Design of Gamification Target Groups Lecturers, students and practitioners in the fields of psychology, information technology and design About the Author Florian Bruhlmann is PhD student at the HCI research group at the University of Basel, Switzerland. He is a trained psychologist with special emphasis on Human-Computer Interaction. His research interests include player experience research, questionnaire development and statistical methods for human-computer interaction research.
ISBN: 9783658169268
Standard No.: 10.1007/978-3-658-16926-8doiSubjects--Topical Terms:
203068
Motivation (Psychology)
LC Class. No.: BF503 / .B78 2016
Dewey Class. No.: 153.8
The effects of framing in gamification[electronic resource] :a study of failure /
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The author shows that - contradicting the findings of Lieberoth (2015) - simply framing an activity as a game does not increase intrinsic motivation of the participants in a difficult puzzle task. Moreover, for participants who failed at the puzzle, it does not make any difference in terms of intrinsic motivation whether it was framed as a task, a meaningful task, a game or a test of cognitive abilities. However, perceived value of the activity and satisfaction of the need for autonomy were identified as significant predictors for completing additional rounds of the task. This lends support for the importance of the voluntariness and meaningfulness of the task to keep people engaged in gamification. Contents The Perspective of Self-Determination Theory The Role of Context in the Perception of Feedback Failing and Uncertainty in Games Two Experiments Testing the Effects of Framing on Motivation Implications for Theory and Design of Gamification Target Groups Lecturers, students and practitioners in the fields of psychology, information technology and design About the Author Florian Bruhlmann is PhD student at the HCI research group at the University of Basel, Switzerland. He is a trained psychologist with special emphasis on Human-Computer Interaction. His research interests include player experience research, questionnaire development and statistical methods for human-computer interaction research.
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