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The Effects of Framing in Gamification : A Study of Failure / by Florian Brühlmann.

EBSCOhost Academic eBook Collection (North America) Available online

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Format:
Book
Author/Creator:
Brühlmann, Florian., Author.
Series:
BestMasters, 2625-3577
Language:
English
Subjects (All):
Cognitive psychology.
Psychology, Industrial.
Psychology.
Cognitive Psychology.
Industrial and Organizational Psychology.
General Psychology.
Local Subjects:
Cognitive Psychology.
Industrial and Organizational Psychology.
General Psychology.
Physical Description:
1 online resource (XIII, 68 p. 23 illus.)
Edition:
1st ed. 2016.
Place of Publication:
Wiesbaden : Springer Fachmedien Wiesbaden : Imprint: Springer, 2016.
Summary:
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. Contents The Perspective of Self-Determination Theory The Role of Context in the Perception of Feedback Failing and Uncertainty in Games Two Experiments Testing the Effects of Framing on Motivation Implications for Theory and Design of Gamification Target Groups Lecturers, students and practitioners in the fields of psychology, information technology and design About the Author Florian Brühlmann is PhD student at the HCI research group at the University of Basel, Switzerland. He is a trained psychologist with special emphasis on Human-Computer Interaction. His research interests include player experience research, questionnaire development and statistical methods for human-computer interaction research.
Contents:
The Perspective of Self-Determination Theory
The Role of Context in the Perception of Feedback
Failing and Uncertainty in Games
Two Experiments Testing the Effects of Framing on Motivation
Implications for Theory and Design of Gamification.
ISBN:
3-658-16926-5

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