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Measure of the Lived and Functional Effects of Gamification: An Experimental Study in a Professional Context

机译:衡量游戏的生活和功能影响:专业背景下的实验研究

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The aim of this research is to study the effects of gamification on end users. Several points of attention have already been highlighted in various research studies (e.g., motivational problems, corporate culture issues, ambiguous social relationships, cultural literacy and gamification paradox). The focus of our experimental study is the evaluation of the impact of a gamified system compared to a non-gamified system on the direct perception of its users. 20 employees tested two versions of the same application: one was gamified and the other one was not-gamified. Then, they responded to different scale-based questions, followed by an interview. It appears that gamification leads to a modification of the lived aspects of user experience without having any effect on the functional aspects. Thus, the application is perceived as being more playful, more engaging, more moving, more symbiotic. This research underlines that, in a work environment, gamification must be applied with an acute knowledge of its impacts.
机译:本研究的目的是研究游戏处理对最终用户的影响。在各种研究研究中突出了几点关注(例如,激励问题,企业文化问题,含糊不清的社会关系,文化扫盲和群体悖论)。我们的实验研究的重点是评估赌博系统与非娱乐系统对其用户的直接感知的影响。 20名员工测试了两个版本的相同应用程序:一个是赌博的,另一个是没有赌博的。然后,他们回应了基于规模的问题,然后进行了面试。似乎游戏化导致对用户体验的所介入方面的修改,而不会对功能方面产生任何影响。因此,申请被认为是更有俏皮,更多的吸引力,更加迁移,更有共生。本研究强调,在工作环境中,必须遵循其影响的严重知识。

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