头脑风暴
流利
心理学
过程(计算)
社会心理学
认知心理学
应用心理学
计算机科学
数学教育
人工智能
操作系统
作者
Jérôme Guegan,Stéphanie Buisine,Julien Nelson,Frédéric Vernier
出处
期刊:Journal of Gaming & Virtual Worlds
[Intellect]
日期:2021-10-01
卷期号:13 (3): 265-283
被引量:2
摘要
Gamification can be seen as the intentional use of game design elements in non-game tasks, in order to produce psychological outcomes likely to influence behaviour and/or performance. In this respect, we hypothesize that gamification would produce measurable effects on user performance, that this positive impact would be mediated by specific motivational and attentional processes such as flow and that gamification would moderate the social comparison process. In three experimental studies, we examine the effects of gamified electronic brainstorming interfaces on fluency, uniqueness and flow. The first study mainly focuses on time pressure, the second on performance standard and the third one introduces social comparison. The results highlight some effects of the gamified conditions on brainstorming performance, but no or negative effects on flow. All three studies are congruent in that gamification did not occur as a psychological process, which questions popular design trends observed in a number of sectors.
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