《怪兽餐》:游戏和社交机制可行性的手机应用

Samantha Olinsky, Pooja M. Desai, Selen Turkay, Elizabeth M. Heitkemper, Elliot G. Mitchell, Lena Mamykina, Maria L. Hwang
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引用次数: 6

摘要

39.7%的用户在查看社区回复后改变了答案,这导致所有项目的准确性提高了14%。强大的玩家角色识别和增加的众包社区板使用率与用户对应用的享受密切相关。研究结果表明,轻量级工具如何利用游戏化和社交机制,以愉快的方式促进用户参与和对营养主题的反思。
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Meals for Monsters: a Mobile Application for the Feasibility of Gaming and Social Mechanisms
39.7% of the users changed answers after viewing community responses which resulted in 14% more accuracy across all items. Strong player-avatar-identifcation and increased utilization of the crowdsourced community board were strongly correlated to users’ enjoyment of the app. Findings suggest how lightweight tools can leverage gamifcation and social mechanisms to facilitate engagement and refection on nutrition topics in enjoyable ways.
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