Counterproductive effects of gamification: An analysis on the example of the gamified task manager Habitica
作者: Sarah DiefenbachAnnemarie Müssig
作者单位: 1Ludwig-Maximilians-University of Munich, Department of Psychology, Leopoldstr. 13, Munich 80802, Germany
刊名: International Journal of Human - Computer Studies, 2019, Vol.127 , pp.190-210
来源数据库: Elsevier Journal
DOI: 10.1016/j.ijhcs.2018.09.004
关键词: GamificationCounterproductive effectsTask managementUser experienceMotivationDesign implications
原始语种摘要: Abstract(#br)The concept of gamification has evoked increasing attention in HCI research and practice. Gamification uses game elements in serious, non-game contexts in order to motivate a particular target behavior or attitude change (e.g., sustainable behavior, physical activity, task management). While gamification has been attributed a high potential, a critical question is whether it actually induces the intended effect. The present research explores ``counterproductive effects of gamification'', i.e., cases when a gamification element does not encourage the intended behavior but rather the opposite (e.g., procrastination instead of getting things done). Studying the example of the gamified task manager Habitica, our paper reports insights from two consecutive studies. Study 1, a...
全文获取路径: Elsevier  (合作)

  • management 管理
  • productive 生产的
  • effects 海员自身物品
  • usage 使用率
  • sustainable 能保持一定速度的
  • interpretative 同interpretive
  • research 
  • analysis 分析
  • experience 体验
  • elements 初步