反事实思维
职位(财务)
排名(信息检索)
心理学
机制(生物学)
社会心理学
立场文件
计算机科学
人工智能
经济
万维网
认识论
哲学
财务
作者
Emily Sun,Brooke A. Jones,Stefano Tracà,Maarten W. Bos
标识
DOI:10.1145/2702613.2732732
摘要
One of the main principles of gamification is the use of social comparison. Leaderboards are commonly used to allow players to compare their performance against others'. We sought to examine how leaderboard ranking affected satisfaction with a game and desire to play a game again. In our study, individuals in a second, fourth, or seventh position on the leaderboard reported higher satisfaction than individuals in other positions on the leaderboard. Our results support a potential mechanism that might contribute to game satisfaction from leaderboard position: counterfactual thinking. Future work and implications for the design of leaderboards are discussed.
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