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The perils of gamification: Does engaging with gamified services increase users' willingness to disclose personal information?

机译:Gamification的危险性:与游戏服务进行搞得提高用户披露个人信息的意愿吗?

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摘要

The increasing use of gamification in the digital service landscape has caught the attention of practitioners and marketers alike. Alarmingly, most of the empirical research has attested to the benefits of such gamified service (e.g. apps) use while neglecting to address potential drawbacks. This research suggests that users of gamified apps end up being more likely to share private information with firms, thus threatening their own personal information privacy. Against this background, the present study links gamification to information disclosure and demonstrates that if a gamified service conveys experiences of, for instance, social comparison, it can indeed lead to greater willingness to disclose personal information. This relationship can be explained by the users' increased resource depletion through cognitive absorption (i.e. the concentration of one's entire affective, cognitive, and physical resources on the task at hand). The results further indicate that engaging with gamified apps indeed affects the situational processing of privacy-related decisions (i.e. calculating benefits vs. risks) and the role of dispositional antecedents: In states of deep cognitive absorption, users disclose even more information when they perceive privacy benefits (i.e., situational) and even less when they have high privacy concerns (i.e., dispositional).
机译:在数字服务景观中越来越多的游戏利用引起了从业者和营销人员的关注。令人惊讶的是,大多数实证研究已经证明了这种游戏服务(例如Apps)使用的益处,同时忽视解决潜在缺点。本研究表明,游戏应用程序的用户最终更有可能与公司分享私人信息,从而威胁自己的个人信息隐私。在此背景下,本研究将游戏提供给信息披露,并表明,如果游戏服务传达例如社会比较的经验,它确实导致披露个人信息的愿意更愿意。这种关系可以通过认知吸收来解释用户提高资源耗尽(即,手头任务的整个情感,认知和物理资源的浓度)。结果进一步表明,与游戏应用有关的情况确实影响了与隐私相关的决定的情境处理(即计算福利与风险)以及处方性前言的作用:在深层认知吸收的状态下,用户在感知隐私时透露更多信息当他们具有高隐私问题时(即态势)甚至更少的福利(即,讨论)。

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