Cargando…

The Effects of Framing in Gamification A Study of Failure /

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 intrin...

Descripción completa

Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Brühlmann, Florian (Autor)
Autor Corporativo: SpringerLink (Online service)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Wiesbaden : Springer Fachmedien Wiesbaden : Imprint: Springer, 2016.
Edición:1st ed. 2016.
Colección:BestMasters,
Temas:
Acceso en línea:Texto Completo

MARC

LEADER 00000nam a22000005i 4500
001 978-3-658-16926-8
003 DE-He213
005 20220113061002.0
007 cr nn 008mamaa
008 170110s2016 gw | s |||| 0|eng d
020 |a 9783658169268  |9 978-3-658-16926-8 
024 7 |a 10.1007/978-3-658-16926-8  |2 doi 
050 4 |a BF201 
072 7 |a JMR  |2 bicssc 
072 7 |a PSY008000  |2 bisacsh 
072 7 |a JMR  |2 thema 
082 0 4 |a 153  |2 23 
100 1 |a Brühlmann, Florian.  |e author.  |4 aut  |4 http://id.loc.gov/vocabulary/relators/aut 
245 1 4 |a The Effects of Framing in Gamification  |h [electronic resource] :  |b A Study of Failure /  |c by Florian Brühlmann. 
250 |a 1st ed. 2016. 
264 1 |a Wiesbaden :  |b Springer Fachmedien Wiesbaden :  |b Imprint: Springer,  |c 2016. 
300 |a XIII, 68 p. 23 illus.  |b online resource. 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
347 |a text file  |b PDF  |2 rda 
490 1 |a BestMasters,  |x 2625-3615 
505 0 |a The Perspective of Self-Determination Theory -- The Role of Context in the Perception of Feedback -- Failing and Uncertainty in Games -- Two Experiments Testing the Effects of Framing on Motivation -- Implications for Theory and Design of Gamification. 
520 |a 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. Contents The Perspective of Self-Determination Theory The Role of Context in the Perception of Feedback Failing and Uncertainty in Games Two Experiments Testing the Effects of Framing on Motivation Implications for Theory and Design of Gamification Target Groups Lecturers, students and practitioners in the fields of psychology, information technology and design About the Author Florian Brühlmann is PhD student at the HCI research group at the University of Basel, Switzerland. He is a trained psychologist with special emphasis on Human-Computer Interaction. His research interests include player experience research, questionnaire development and statistical methods for human-computer interaction research. 
650 0 |a Cognitive psychology. 
650 0 |a Psychology, Industrial. 
650 0 |a Psychology. 
650 1 4 |a Cognitive Psychology. 
650 2 4 |a Work and Organizational Psychology. 
650 2 4 |a Behavioral Sciences and Psychology. 
710 2 |a SpringerLink (Online service) 
773 0 |t Springer Nature eBook 
776 0 8 |i Printed edition:  |z 9783658169251 
776 0 8 |i Printed edition:  |z 9783658169275 
830 0 |a BestMasters,  |x 2625-3615 
856 4 0 |u https://doi.uam.elogim.com/10.1007/978-3-658-16926-8  |z Texto Completo 
912 |a ZDB-2-BSP 
912 |a ZDB-2-SXBP 
950 |a Behavioral Science and Psychology (SpringerNature-41168) 
950 |a Behavioral Science and Psychology (R0) (SpringerNature-43718)