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Titlebook: The Effects of Framing in Gamification; A Study of Failure Florian Brühlmann Book 2016 The Editor(s) (if applicable) and The Author(s), und

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書(shū)目名稱The Effects of Framing in Gamification
副標(biāo)題A Study of Failure
編輯Florian Brühlmann
視頻videohttp://file.papertrans.cn/909/908514/908514.mp4
概述Psychological Study.Includes supplementary material:
叢書(shū)名稱BestMasters
圖書(shū)封面Titlebook: The Effects of Framing in Gamification; A Study of Failure Florian Brühlmann Book 2016 The Editor(s) (if applicable) and The Author(s), und
描述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.
出版日期Book 2016
關(guān)鍵詞Player experience; Self-determination theory; Motivation; Logistic regression; Feedback; Crowdsourcing
版次1
doihttps://doi.org/10.1007/978-3-658-16926-8
isbn_softcover978-3-658-16925-1
isbn_ebook978-3-658-16926-8Series ISSN 2625-3577 Series E-ISSN 2625-3615
issn_series 2625-3577
copyrightThe Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Fachmedien Wies
The information of publication is updating

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