Shallow Gamification

Author:

Lieberoth Andreas123

Affiliation:

1. School of Business and Social Sciences, Department of Psychology and Behavioral Sciences, Aarhus University, Aarhus, Denmark

2. Interacting Minds Center (IMC), Aarhus University, Denmark

3. Center for Community Driven Research (CODER) Aarhus University, Denmark

Abstract

This article experimentally dissociates the psychological impact of framing versus game mechanics, when presenting a serious activity as a game. Studies of game elements in nongame contexts tend to describe full packages, with no way of assessing their individual psychological and functional impact. To isolate the effects of framing, students ( N = 90) were assigned to either discuss study environment issues through a list of questions, via a competitive discussion board game, or though the same game artifacts but with no game mechanics. Task engagement and self-reported intrinsic motivation were compared between groups. Results demonstrate that the effects of simply framing the activity as a game though vernacular and artifacts holds almost as much psychological power as the full game mechanics. In both game conditions, interest and enjoyment were significantly superior to controls, but other intrinsic motivation variables remained unchanged. Implications for game design in nongame contexts are discussed, and a framework for differentiating “deep and shallow gamification” in terms of mechanics and framing is developed.

Publisher

SAGE Publications

Subject

Human-Computer Interaction,Applied Psychology,Arts and Humanities (miscellaneous),Anthropology,Communication,Cultural Studies

Reference57 articles.

Cited by 140 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. Bias audit laws: how effective are they at preventing bias in automated employment decision tools?;International Review of Law, Computers & Technology;2024-09-12

2. Elderly patients' reactions to gamification-based digital therapeutics (DTx): The relevance of socialization tendency seeking;Technological Forecasting and Social Change;2024-08

3. Stealth Gamification in der selbstgesteuerten non-formalen Erwachsenenbildung;MedienPädagogik: Zeitschrift für Theorie und Praxis der Medienbildung;2024-07-01

4. The Impact of Gamification Depth on Higher Educational Students’ Intrinsic Motivation and Performance Levels;Higher Education for the Future;2024-05-20

5. Navigating the Modern Selection Process;Advances in Human Resources Management and Organizational Development;2024-04-26

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3