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No Pain, no Gain? Investigating motivational mechanisms of game elements in cognitive tasks

机译:一分耕耘一分收获?调查认知任务中游戏元素的动机机制

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The literature on serious games and gamification suggests that game elements have a positive influence on learning and performance in cognitive tasks. However, the mechanisms by which game elements affect these outcomes are not well understood. Building on theorizing in the self-control literature, the present research investigated whether game elements change the subjective experience of a cognitive task in terms of the positive affect, motivational conflict, and subjective effort experienced. Further, we tested whether people with a low versus high level of self-control benefit more from game elements in terms of their performance. The results of two experimental studies suggest that the gamification of an n-back task did not improve task accuracy (i.e., correct responses) directly but reduced task disengagement (i.e., non-responses). Further, gamification prevented positive affect from dropping over the course of the task and reduced motivational conflict and subjective effort experienced. Only positive affect mediated the effect of game elements on task disengagement. Further, game elements had an indirect effect on task accuracy via subjective effort. There was no indication that individuals with lower delay of gratification or lower trait self-control would profit more from gamification. The implications of these findings for the literature on self-control and gamification are discussed.
机译:严肃游戏和游戏的文献表明,游戏元素对认知任务中的学习和性能具有积极影响。然而,游戏元素影响这些结果的机制也不太了解。在自我控制文学中建立理论,本研究调查了游戏元素是否在积极影响,激励冲突和主观努力方面改变了认知任务的主观体验。此外,我们测试了在其性能方面的比赛元素与游戏元素有低相对于高水平的自我控制。两个实验研究的结果表明,正负任务的游戏没有直接提高任务准确性(即,正确的响应),而是减少任务脱离(即,非答复)。此外,赌博能力阻止了积极的影响在任务过程中降低,减少了励志冲突和主观努力。只有积极的影响介导游戏元素对任务脱离的影响。此外,游戏元件通过主观努力对任务准确性进行间接影响。没有迹象表明,具有较低延迟满足或降低特质自控的个人将从群组中获益更多。讨论了这些调查结果对自我控制和游戏的文献的影响。

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