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Zombification?: Gamification, motivation, and the user

机译:僵化?:游戏化,动机和用户

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Gamification is often promoted as a user-centred initiative, engaging and motivating the alienated masses. Yet is such rhetoric reinforced by the design of these programmes? By incorporating a diverse suite of theoretical frameworks that accounts for the social, cultural and psychological effect of design features, this article argues that gamification too often invokes organization-centred design, treating users as zombies: senseless mechanisms urged onwards by a desire for extrinsic rewards. Gamification still often fails to acknowledge the user's context and innate psychological needs. This can be accomplished in practice through an incorporation of motivational psychology and a concurrent shift towards user-centred design, accounting for the situatedness of the participant. Further, this article claims that for gamification to reach its full, radical potential, it must not only transform the way the user is evaluated and rewarded but also the activity the subject is tasked with performing.
机译:游戏化通常是作为以用户为中心的倡议而进行的,以吸引和激励疏远的群众。这些计划的设计是否增强了这种口头禅?本文认为,通过整合一套涵盖设计特征的社会,文化和心理影响的理论框架,本文认为,游戏化常常会调用以组织为中心的设计,将用户视为僵尸:由外部奖励所推动的毫无意义的机制。游戏化仍然经常不能承认用户的背景和先天的心理需求。在实践中,这可以通过结合动机心理学并同时向以用户为中心的设计转变(考虑到参与者的位置)来实现。此外,本文声称,为了使游戏化发挥最大的根本潜力,它不仅必须改变对用户进行评估和奖励的方式,而且还必须改变受试者任务执行的活动。

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