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Not So Fun? The Challenges of Applying Gamification to Smartphone Measurement

机译:不好玩吗?游戏化在智能手机测量中的挑战

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摘要

Gamification and engagement techniques (points, status, virtual badges, and social-sharing) are applied to a mobile and on-line data collection tool to determine if these approaches can improve respondent compliance with a requested task: recording their television viewing over the course of several weeks by increasing their engagement with the app. In a series of tests, we demonstrate that virtual badges appear to be a salient and positively viewed technique for app engagement among teens and younger adults. However, not all of these approaches have positive impact especially with older adults and, in the end, do not improve compliance with the primary task.
机译:游戏化和参与技术(点,状态,虚拟徽章和社交共享)应用于移动和在线数据收集工具,以确定这些方法是否可以提高受访者对所请求任务的依从性:在课程中记录他们的电视观看情况通过增加他们对应用程序的参与度而花费了数周的时间。在一系列测试中,我们证明了虚拟徽章似乎是青少年和年轻人中应用程序参与的一项重要且积极受到关注的技术。但是,并非所有这些方法都具有积极的影响,尤其是对老年人而言,最终并不能改善对主要任务的依从性。

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