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首页> 外文期刊>AIS Transactions on Human-Computer Interaction >Should Gamification be Personalized? A Self-deterministic Approach
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Should Gamification be Personalized? A Self-deterministic Approach

机译:GALIZED应该是个性化的吗? 一种自我确定的方法

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Information system (IS) gamification has been successful in many contexts. Yet, research has shown gamification’s success to vary between individuals. In this paper, we compare personalized versus non-personalized gamification in a warehouse management setting. We devised a 26-participant within-subject experiment in which we programmed goal setting and feedback gamification elements into a wearable warehouse management system to evaluate the effectiveness of personalized gamification in terms of user performance. We examined the extent to which personalized gamification succeeded by categorizing participants into one of six user types through the HEXAD scale and then evaluating their performance time and errors across user types and conditions. We found that personalized gamification is more effective than non-personalized gamification. We present and discuss the motivational mechanisms through which personalized gamification can be more effective.
机译:信息系统(IS)游戏在许多背景下取得了成功。 然而,研究表明,博彩在个人之间变化的成功。 在本文中,我们将个性化与非个性化游戏进行了比较仓库管理环境。 我们设计了一个26次参与者内部实验,其中我们将目标设置和反馈游戏元素进行编程为可穿戴仓库管理系统,以评估个性化游戏在用户性能方面的有效性。 我们通过将参与者分类为六个用户类型中的一个通过Hexad Scale来检查个性化游戏的程度,然后在用户类型和条件下评估其性能时间和错误。 我们发现个性化的游戏处理比非个性化的游戏更有效。 我们展示并讨论了个性化赌博能力的动机机制可以更有效。

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