The Effects of Framing in Gamification: A Study of Failure

The Effects of Framing in Gamification: A Study of Failure

Author
Florian Brühlmann (auth.)
Publisher
Springer
Language
English
Edition
1
Year
2016
Page
XIII, 68
ISBN
978-3-658-16925-1, 978-3-658-16926-8
File Type
pdf
File Size
1.5 MiB

The author shows that – contradicting the findings of Lieberoth (2015) – simply framing an activity as a game does not increase intrinsic motivation of the participants in a difficult puzzle task. Moreover, for participants who failed at the puzzle, it does not make any difference in terms of intrinsic motivation whether it was framed as a task, a meaningful task, a game or a test of cognitive abilities. However, perceived value of the activity and satisfaction of the need for autonomy were identified as significant predictors for completing additional rounds of the task. This lends support for the importance of the voluntariness and meaningfulness of the task to keep people engaged in gamification.

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