聊天机器人
习惯
预印本
心理学
干预(咨询)
控制(管理)
行为改变
社会心理学
领域(数学)
行为改变
应用心理学
计算机科学
数学
人工智能
万维网
精神科
纯数学
作者
Falk Lieder,Pin-Zhen Chen,Mike Prentice,Victoria Amo,Mateo Tošić
摘要
Many people want to build good habits to become healthier, live longer, or become happier but struggle to change their behavior. Gamification can make behavior change easier by awarding points for the desired behavior and deducting points for its omission.
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