Does Physicality Enhance the Meaningfulness of Gamification?Transforming Gamification Elements to their Physical Counterparts

Maximilian Altmeyer, Donald Degraen, Tobias Sander, Felix Kosmalla, Antonio Krüger
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引用次数: 1

Abstract

Gamification has been shown to successfully help users in reaching their goals, and enhancing their user experience. However, it has also been criticized for adding arbitrary rewards to non-game activities, which is often perceived as being meaningless. To counter this, we investigate whether physical gamification, i.e. transforming virtual gamification elements (such as points or leaderboards) to their physical counterparts, is perceived as more meaningful by users. Based on an elicitation lab-study (N=12), we contribute concrete transformations from virtual to physical gamification elements and derive design recommendations for physical gamification systems. Next, we use these recommendations to implement a prototype for the gamification elements points and leaderboard. In a subsequent lab experiment, we investigate the perception of physical gamification elements and compare our prototype to its virtual counterpart (N=12). Our results show that physical gamification elements are perceived as significantly more persuasive and more meaningful than their virtual counterparts.
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物质性是否能增强游戏化的意义?将游戏化元素转化为它们的实体对应物
游戏化已经被证明可以成功地帮助用户达到他们的目标,并增强他们的用户体验。然而,它也因为在非游戏活动中添加任意奖励而受到批评,这通常被认为是毫无意义的。为了解决这个问题,我们调查了物理游戏化,即将虚拟游戏化元素(如积分或排行榜)转化为物理游戏化元素是否会让用户觉得更有意义。基于一项启发式实验室研究(N=12),我们提出了从虚拟到物理游戏化元素的具体转变,并得出了物理游戏化系统的设计建议。接下来,我们将使用这些建议去执行游戏化元素积分和排行榜的原型。在随后的实验室实验中,我们调查了物理游戏化元素的感知,并将我们的原型与虚拟原型进行了比较(N=12)。我们的研究结果表明,人们认为物理游戏化元素比虚拟游戏化元素更有说服力、更有意义。
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