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One Size Does Not Fit All: Applying the Right Game Concepts for the Right Persons to Encourage Non-game Activities

机译:一个尺寸不适合所有:为合适的人员应用正确的游戏概念鼓励非游戏活动

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摘要

In this paper, we present some insights extracted from experiences with conducting three case studies that show how different game-based approaches affect people's motivation to encourage more activities in digital services. The first case study is a game-based English words learning application. The second case study is a gamified sharing economy service. The third case study is a persuasive service customized for a user's unique preference. The results of the case studies show that adopting only one approach is not effective to motivate all diverse people, and multiple approaches should be incorporated when developing digital services that motivate diverse users by game-based approaches.
机译:在本文中,我们提出了一种从进行三个案例研究中提取的一些见解,这些研究表明了基于不同的基于比赛的方法如何影响人们的动机,以鼓励更多在数字服务中的活动。第一种案例研究是一种基于游戏的英语单词学习应用程序。第二个案例研究是赌博分享经济服务。第三种案例研究是针对用户独特的偏好定制的有说服力的服务。案例研究的结果表明,只采用一种方法对于激励所有不同的人来说,只有一种方法都不是有效的,并且在开发以基于比赛的方法激励各种用户的数字服务时,应纳入多种方法。

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