情感(语言学)
概念化
任务(项目管理)
心理学
应用心理学
自决论
计算机科学
人机交互
认知心理学
政治学
沟通
自治
人工智能
经济
管理
法学
作者
Shih-Lun Tseng,Heshan Sun,Radhika Santhanam,Shuya Lu,Jason Bennett Thatcher
出处
期刊:Information Systems Research
[Institute for Operations Research and the Management Sciences]
日期:2023-12-19
卷期号:35 (4): 1743-1765
被引量:1
标识
DOI:10.1287/isre.2021.0284
摘要
Current studies show gamification, the integrating of game design elements into target systems, enhances user engagement and instrumental task outcomes. Despite its potential for improving behavioral outcomes, gamification can also lead to maladaptive behaviors, behaviors directed at misappropriating gamified systems. We conceptualized gamified system maladaptive behaviors (GSMB), which involve technology and gamified task maladaptations. We developed a model that depicts three drivers of GSMB from design elements, how they fulfill or frustrate psychological innate needs, which in turn drive GSMB, and how GSMB affect task performance. We tested how the three drivers of design elements affect GSMB in Study 1 by empirically examining users of a gamified system, Pocket Points. The results support our conceptualization of GSMB, and design issues as its antecedents. To further unpack this relationship, we then employed a within-subject experiment and a follow-up survey in Study 2. By manipulating the design issues, we found that GSMB adversely affect task performance, because these users may focus too intently on winning the game, at the expense of task performance. By assessing the fulfillment of psychological needs, our findings suggest that design in gamified systems may not uniformly fulfill the satisfaction of psychological needs and consequently triggers GSMB.
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