电子头脑风暴中的游戏化和社会比较过程

IF 0.7 Q3 COMMUNICATION Journal of Gaming and Virtual Worlds Pub Date : 2021-10-01 DOI:10.1386/jgvw_00042_1
Jérôme Guegan, S. Buisine, J. Nelson, F. Vernier
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引用次数: 0

摘要

游戏化可以被视为有意在非游戏任务中使用游戏设计元素,以产生可能影响行为和/或表现的心理结果。在这方面,我们假设游戏化将对用户表现产生可衡量的影响,这种积极影响将通过特定的动机和注意过程(如心流)来调节,游戏化将调节社会比较过程。在三项实验研究中,我们考察了游戏化电子头脑风暴界面对流畅性、独特性和心流的影响。第一项研究主要关注时间压力,第二项研究关注绩效标准,第三项研究引入社会比较。结果显示,游戏化条件对头脑风暴的表现有一定影响,但对心流没有影响或有负面影响。这三项研究都一致认为,游戏化并不是一种心理过程,这就质疑了在许多领域观察到的流行设计趋势。
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Gamification and social comparison processes in electronic brainstorming
Gamification can be seen as the intentional use of game design elements in non-game tasks, in order to produce psychological outcomes likely to influence behaviour and/or performance. In this respect, we hypothesize that gamification would produce measurable effects on user performance, that this positive impact would be mediated by specific motivational and attentional processes such as flow and that gamification would moderate the social comparison process. In three experimental studies, we examine the effects of gamified electronic brainstorming interfaces on fluency, uniqueness and flow. The first study mainly focuses on time pressure, the second on performance standard and the third one introduces social comparison. The results highlight some effects of the gamified conditions on brainstorming performance, but no or negative effects on flow. All three studies are congruent in that gamification did not occur as a psychological process, which questions popular design trends observed in a number of sectors.
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来源期刊
CiteScore
1.10
自引率
25.00%
发文量
8
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