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The effects of framing in gamificati...
~
Bruhlmann, Florian.
The effects of framing in gamificationa study of failure /
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
The effects of framing in gamificationby Florian Bruhlmann.
其他題名:
a study of failure /
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)
電子資源:
http://dx.doi.org/10.1007/978-3-658-16926-8
ISBN:
9783658169268$q(electronic bk.)
The effects of framing in gamificationa 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$q(electronic bk.)
Standard No.: 10.1007/978-3-658-16926-8doiSubjects--Topical Terms:
211209
Motivation (Psychology)
LC Class. No.: BF503 / .B78 2016
Dewey Class. No.: 153.8
The effects of framing in gamificationa 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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