The Effects of Framing in Gamification

A Study of Failure

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Paperback, blz. | Engels
Springer Fachmedien Wiesbaden | e druk, 2017
ISBN13: 9783658169251
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Springer Fachmedien Wiesbaden e druk, 2017 9783658169251
Onderdeel van serie BestMasters
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Samenvatting

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.

Specificaties

ISBN13:9783658169251
Taal:Engels
Bindwijze:paperback
Uitgever:Springer Fachmedien Wiesbaden

Inhoudsopgave

<div>The Perspective of Self-Determination Theory.-&nbsp;The Role of Context in the Perception of Feedback.-&nbsp;Failing and Uncertainty in Games.-&nbsp;Two Experiments Testing the Effects of Framing on Motivation.-&nbsp;Implications for Theory and Design of Gamification.</div>

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        The Effects of Framing in Gamification