gamification

游戏化
  • 文章类型: Journal Article
    抑郁和焦虑是通过在线认知行为疗法(CBT)通过移动应用程序解决的普遍心理健康问题。这项研究介绍了Sokoon,为阿拉伯人量身定制的游戏化CBT应用程序,专注于缓解抑郁和焦虑症状(DASDs)。
    这项研究的目的是:评估Sokoon减轻抑郁和焦虑症状的有效性。通过用户参与度和对CBT技能的坚持来评估干预的可用性。
    单组pre-post设计评估了Sokoon\对DASD成人的影响。在与精神科医生协商后,Sokoon整合了基于证据的技能,例如放松,感恩,行为激活,和认知重组,以行星为代表。它的设计融合了Hexad理论和游戏化,由动态难度调整算法支持。该研究涉及30名18-35岁的参与者(86.7%为女性),特别是那些有轻度到中度抑郁和焦虑的人。
    根据30名参与者的样本,Sokoon,基于智能手机的干预,显著减轻抑郁和焦虑症状(d=2.7,d=3.6,p<0.001)。经过两周的审判,参与者的焦虑和抑郁症状明显减轻,表明模型的有效性。Sokoon显示出作为解决DASD的宝贵工具的潜力。
    Sokoon,游戏化的CBT应用程序,提供了一种创新的方法来提高CBT技能的依从性和参与度。通过利用Hexad理论和游戏化,Sokoon提供了令人愉快和引人入胜的用户体验,同时保持了传统CBT技术的有效性。研究结果表明,Sokoon对减轻抑郁和焦虑症状有积极影响。
    UNASSIGNED: Depression and anxiety are prevalent mental health issues addressed by online cognitive behavioral therapy (CBT) via mobile applications. This study introduces Sokoon, a gamified CBT app tailored for Arabic individuals, focusing on alleviating depression and anxiety symptoms (DASDs).
    UNASSIGNED: The objectives of this study were to: Evaluate the effectiveness of Sokoon in reducing symptoms of depression and anxiety. Assess the usability of the intervention through user engagement and adherence to CBT skills.
    UNASSIGNED: A single-group pre-post design evaluated Sokoon\'s impact on adults with DASDs. In consultation with psychiatrists, Sokoon integrates evidence-based skills such as relaxation, gratitude, behavioral activation, and cognitive restructuring, represented by planets. Its design incorporates Hexad theory and gamification, supported by a dynamic difficulty adjustment algorithm. The study involves 30 participants aged 18-35 (86.7% female), specifically those with mild to moderate depression and anxiety.
    UNASSIGNED: Based on a sample of 30 participants, Sokoon, a smartphone-based intervention, significantly reduced symptoms of depression and anxiety (d = 2.7, d = 3.6, p < 0.001). Over a two-week trial, participants experienced a notable decrease in anxiety and depressive symptoms, indicating the effectiveness of the model. Sokoon shows potential as a valuable tool for addressing DASDs.
    UNASSIGNED: Sokoon, the gamified CBT application, offers an innovative approach to increasing CBT skills adherence and engagement. By leveraging Hexad theory and gamification, Sokoon provides an enjoyable and engaging user experience while maintaining the effectiveness of traditional CBT techniques. The study findings suggest that Sokoon has a positive impact on reducing symptoms of depression and anxiety.
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  • 文章类型: Journal Article
    背景:本综述的目的是描述药学教育中选择自己的冒险(CYOA)式活动的交付和评估方法。第二个目标是利用现有数据为有兴趣开展类似活动的教育工作者确定最佳做法。
    方法:本综述采用了根据RAMESES标准指导的元叙事方法。使用PubMed和Embase进行了广泛的文献检索。确定了有关在药学教育中使用CYOA式患者病例格式的研究,并对其相关性进行了单独评估。
    结果:这篇综述包括13项来自药学教育文献的研究。针对25个独特主题开展了活动,主要在课堂上通过患者模拟或交互式数据收集软件进行小组。总的来说,学生对CYOA风格的活动有积极的看法,在知识发展和学生参与方面取得积极成果。实施CYOA式患者病例活动最常报告的挑战是对开展活动的前期承诺。
    结论:这篇综述提供了关于药学教育中CYOA型患者病例活动的少量但不断扩大的文献的快照。建议将CYOA式活动扩大用于药学教育,因为评估知识发展的研究在参与CYOA式活动后显示知识的显着改善。此外,学生对CYOA风格的活动有积极的看法,并报告说他们很愉快,提高了他们的信心,帮助他们学习课程材料。
    The objective of this review was to characterize the methods of delivery and assessment of Choose Your Own Adventure (CYOA)-style activities in pharmacy education. A secondary objective was to utilize available data to determine best practices for educators interested in developing similar activities.
    A meta-narrative approach according to the guidance of the RAMESES standards was used for this review. A broad literature search was conducted using PubMed and Embase. Studies published on the use of a CYOA-style patient case format in pharmacy education were identified and appraised individually for their relevance.
    Thirteen studies from the pharmacy education literature were included in the review. Activities were delivered for 25 unique topics, largely in small groups during class via patient simulation or interactive data collection software. Overall, students have a positive perception of CYOA-style activities, with positive results regarding knowledge development and student engagement. The most commonly reported challenge to implementing CYOA-style patient case activities was the up-front time commitment to develop activities.
    This review provides a snapshot of the small but expanding body of literature on CYOA-style patient case activities in pharmacy education. CYOA-style activities are recommended for expanded use in pharmacy education as the preponderance of studies that assessed knowledge development showed significant improvement in knowledge after participation in CYOA-style activities. Additionally, students have a positive perception of CYOA-style activities and reported that they were enjoyable, improved their confidence, and helped them learn course material.
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  • 文章类型: Case Reports
    微生物学是一个很难教授的话题,因为学习的对象对学习者来说大多是看不见的。大多数开始生物学训练的大学生对肉眼可以看到的自然物体更感兴趣。尽管如此,微生物是生物圈的关键组成部分,对自然科学进行全面培训需要良好的微生物背景。讲座仍然是大学中常见的教学形式。然而,这是一种被动的学习形式,在大多数教学情况下不再被认为是最适当的方法。相反,由更积极的教学形式组成的替代方案已被认可,以更好地激励学生获取和巩固知识。此外,可转移技能,比如有效的沟通,批判性思维和时间管理,同时获得。可以使用游戏作为教学体验的一部分来获得类似的参与。在这项研究中,我们设计了一个纸牌游戏,向本科学生教授基本细菌学和真菌学的关键概念。第一项任务包括基于物种列表创建和设计微生物特征。这被证明是非常有用的二年级学士学位的学生在把握概念,如细胞形态,分类学和生命周期。在第二个任务中,三年级学生使用二年级课堂上创建的角色来开发基于生态功能的游戏,即森林凋落物退化。此外,他们还考虑了微生物活性的实验验证,并结合了在其他领域获得的知识。
    Microbiology is a difficult topic to teach given that the objects of study are mostly invisible to the learner. The majority of university students beginning their training in biology are more interested in natural objects that can be seen with the naked eye. Nonetheless, micro-organisms are key components of the biosphere and a good microbiological background is required for a thorough training in natural sciences. Lectures are still a common teaching format in universities. However, it is a passive learning format and no longer considered the most adequate approach in most teaching situations. Instead, alternatives consisting of more active teaching formats have been recognized to better motivate students to acquire and consolidate knowledge. In addition, transferable skills, such as effective communication, critical thinking and time management, are acquired simultaneously. A similar engagement can be obtained using games as part of the teaching experience. In this study, we designed a card game to teach key concepts in basic bacteriology and mycology to bachelor-level students. The first task consists of creating and designing microbial characters based on a list of species. This proved very useful for second-year bachelor students in terms of grasping concepts such as cell morphologies, taxonomy and life cycles. In the second task, third-year students used the characters created in the second-year class to develop a game based on an ecological function, namely forest litter degradation. In addition, they also considered experimental validation of the microbial activities and incorporated knowledge acquired in other fields.
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  • 文章类型: Journal Article
    社交媒体营销以其与消费者快速、多元化的沟通优势,在企业品牌推广中发挥着重要作用。中国互联网企业支付宝推出蚂蚁森林作为一款具有游戏化社交功能的移动应用,带来消费者品牌参与。蚂蚁森林提供了各种游戏化功能(例如,点,排行榜,徽章,任务和团队合作),鼓励用户参与环保和公益活动。这些游戏化机制,结合社交媒体的传播,实现了用户品牌价值的共同创造。在目前的研究中,通过在线问卷对蚂蚁森林的305名Z世代用户进行了调查,采用偏最小二乘结构方程模型(PLS-SEM)方法进行数据分析。这项研究表明,娱乐的四个要素,时髦,社交媒体营销中的定制和口碑对蚂蚁森林的消费者品牌参与度有统计上显著的直接影响。此外,在蚂蚁森林中,游戏化对定制化与消费者品牌参与度之间的关系具有显着的正调节作用,对新潮与消费者品牌参与度之间的关系具有显着的负调节作用。本研究在社交媒体营销的概念体系中加入了游戏化,并为游戏化社交媒体营销应用的发展提供了建议。
    Social media marketing plays a relevant role in the brand promotion of enterprises owing to its advantages of rapid and diversified communication with consumers. The Chinese Internet enterprise Alipay launched Ant Forest as a mobile application with gamified social functions, bringing consumer-brand engagement. Ant Forest provides a variety of gamification functions (e.g. point, leaderboard, badge, task and teamwork) to encourage users to participate in environmental protection and public welfare activities. These gamification mechanisms, combined with the spread of social media, have realised the co-creation of user brand value. In the current study, 305 Gen Z users of Ant Forest were surveyed through an online questionnaire, and the data analysis was conducted using the partial least squares structural equation modelling (PLS-SEM) method. This study indicates that the four elements of entertainment, trendiness, customisation and word-of-mouth in social media marketing have statistically significant direct effects on the consumer-brand engagement in Ant Forest. In addition, gamification shows a significant positive moderating effect on the relationship between customisation and consumer-brand engagement and a significant negative moderating effect on the relationship between trendiness and consumer-brand engagement in Ant Forest. This study adds gamification to the conceptual system of social media marketing and provides suggestions for the development of gamified social media marketing applications.
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  • 文章类型: Journal Article
    背景:环皮切开术是一种侵入性和罕见的紧急干预措施,以确保气道处于“无法插管”的状态,无法通风的情况。这导致缺乏常规。环皮切开术只是犹豫不决。因此,我们的目标是通过将虚拟现实(VR)环切术作为学习工具来改善教学。
    方法:我们在开源Unity平台上用C#编程语言对VR环切术进行了编程。我们可以将149名学生随机分配到研究组(VR环切术)或对照组(教育视频)。我们要求研究组对VR环膜切开术进行主观评分。为了评估我们的干预措施(VR环切开术),我们花了参与者在气管塑料模型上进行环切开术所需的时间,并评估了正确的程序步骤。
    结果:进行VR模拟的大多数学生都同意他们在速度(81%)和程序步骤(92%)方面有所提高。所有参与者都在47s±16s内完成了环膜切开术,并在9个可能的分数中达到8.7±0.7的总分。我们发现研究组和对照组之间进行环切开术所需的时间没有显着差异(p>0.05)。然而,研究组正确程序步骤总分明显高于对照组(p<0.05)。
    结论:虚拟现实是一种创新的学习工具,可以改善应急程序的教学。VR环切术主观和客观地改进了正确的程序步骤。数字化教育填补了纯触觉体验和理论知识之间的教育空白。当关注事实知识的扩展时,这具有很大的价值。
    背景:DRKS00031736,注册于2023年4月20日。
    BACKGROUND: Cricothyrotomy is an invasive and rare emergency intervention to secure the airway in a \"cannot intubate, cannot ventilate\" situation. This leads to lack of routine. Cricothyrotomy is performed only hesitantly. Therefore, we aim to improve teaching by including a virtual reality (VR) cricothyrotomy as a learning tool.
    METHODS: We programmed the VR cricothyrotomy in the C# programming language on the open-source Unity platform. We could include 149 students that we randomly assigned to either a study group (VR cricothyrotomy) or control group (educational video). We asked the study group to subjectively rate the VR cricothyrotomy. To evaluate our intervention (VR cricothyrotomy) we took the time participants needed to perform a cricothyrotomy on a plastic model of a trachea and evaluated the correct procedural steps.
    RESULTS: The majority of students that performed the VR simulation agreed that they improved in speed (81%) and procedural steps (92%). All participants completed the cricothyrotomy in 47s ± 16s and reached a total score of 8.7 ± 0.7 of 9 possible points. We saw no significant difference in time needed to perform a cricothyrotomy between study and control group (p > 0.05). However, the total score of correct procedural steps was significantly higher in the study group than in the control group (p < 0.05).
    CONCLUSIONS: Virtual reality is an innovative learning tool to improve teaching of emergency procedures. The VR cricothyrotomy subjectively and objectively improved correct procedural steps. Digitized education fills an educational gap between pure haptic experience and theoretical knowledge. This is of great value when focusing on extension of factual knowledge.
    BACKGROUND: DRKS00031736, registered on the 20th April 2023.
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  • 文章类型: Journal Article
    与抗生素耐药性的斗争已成为巨大比例的真正的全球公共卫生挑战。在为解决这一困境而探索的无数方法中,一种策略涉及提高处方者的知识,特别是他们对医学细菌学的基本知识。然而,正如我们在医学微生物学教学中所知道的,传统的讲座可能是艰巨的,试图在有限的时间内塞进大量的信息。提高学生参与度和提高学习成果的另一种解决方案是以互补的方式利用教育游戏。这样的游戏是激发学生学习的有效手段,鼓励自我评估,并在教学过程中注入多样性。为此,我们开发并评估了一种教育纸牌游戏,细菌游戏,\'针对我们的医学生在医学细菌学。专为基层学生设计,它是在他们学徒制结束时对细菌学教育的活动。此外,它也可以被更高级的学生用作复习工具,随着游戏的进行,教师能够传授更多的知识。我们还将其用于医学实验室人员的持续培训。在这项研究中,我们在医学教育的各个阶段评估了比赛,收集反馈并分析其对知识获取的影响,将其与传统讲座进行比较。大多数学生的反馈显示规则很明确,游戏很有趣,不太长也不太有挑战性。将“BacteriaGame”整合到他们未来的训练中激发了他们的兴趣。在学习成果方面,我们发现使用游戏的人的知识获取显着增加(p<0.05)。“BacteriaGame”现在由法国微生物学会(SFM)出版,并在法国卫生部的资助下在所有医学和药学学校中分发。游戏的英文版也可供国际使用,作为从SFM购买的实物副本。这将允许向希望在教学中使用此游戏的同事进行大规模分发。
    The fight against antibiotic resistance has become a true global public health challenge of gargantuan proportions. Amongst the myriad of approaches being explored to tackle this predicament, one strategy involves enhancing prescriber knowledge and in particular their basic knowledge of medical bacteriology. Yet, as we well know in medical microbiology teachings, traditional lectures can be arduous, attempting to cram in a vast array of information in a limited time. An alternative solution to improve student engagement and enhance learning outcomes is to utilize educational games in complementary approach. Such games are an effective means of inspiring students to learn, encouraging self-assessment, and injecting diversity into the teaching process. To this end, we have developed and evaluated an educational card game, the \'BacteriaGame,\' aimed at our medical students in medical bacteriology. Designed for students at the basic level, it serves as activity at the end of their apprenticeship to their bacteriology education. Additionally, it can also be used as a review tool by more advanced students, with teachers able to impart additional knowledge as the game progresses. We also use it in continuous training of medical laboratory staff. In this study, we evaluated the game at various stages of medical education, collecting feedback and analysing its impact on knowledge acquisition, comparing it to traditional lectures. Feedback from the majority of students revealed that the rules were clear, the game was enjoyable, and neither too lengthy nor too challenging. The integration of \'BacteriaGame\' into their future training piqued their interest. In terms of learning outcomes, we discovered a significant increase in knowledge acquisition among those who used the game (P < .05). \'BacteriaGame\' is now published by the French Society of Microbiology (SFM) and distributed in all medical and pharmacy schools thanks to a funding of the French Health Ministry. An English edition of the game is also available for international use as a physical copy to be purchased from the SFM. This will allow a large-scale distribution to colleagues who would like to use this game in their teaching.
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  • 文章类型: Journal Article
    背景:创新和创业培训在医学教育中越来越重要。然而,缺乏对这些概念的指导的教师的安慰以及对这项工作的有限的学术认可限制了专注于这些技能的课程的实施。此外,这种熟悉程度的缺乏限制了执业医师参与医疗保健创新,他们的经验是有价值的。黑客马拉松是激烈的创新竞赛,它使用游戏化原则来增加创造性思维的舒适度,解决问题,和人际合作,但是它们需要在医学创新方面进行进一步的探索。
    目标:为了解决这个问题,我们的目标是设计,工具,并评估具有2个主要目标的医疗保健黑客马拉松:提高急诊医师对医疗保健创新和企业家精神原则的熟悉度,并为急诊医学医师和患者面临的3个离散问题开发创新解决方案。
    方法:我们使用之前描述的进行黑客马拉松的实践来开发和实施我们的黑客马拉松(HackED!)。我们与美国急诊医师学会合作,斯坦福大学生物设计学院,和斯坦福大学设计学院(d。学校)为我们的活动提供机构支持和医疗保健创新方面的专业知识。我们确定了一个地点,时间框架,和比赛的后勤,并确定了3个用例供团队工作。我们计划在务实的范式中探索参与者的学习经验,并使用来自各种来源的数据完成诱导性主题分析。
    结果:HackED!发生在2022年10月1日至3日。总之,3个团队为每个用例开发了新颖的解决方案。我们对参与者的教育经验进行的调查表明,该事件是有价值的,并且发现了主题,表明可以在先前未与黑客马拉松相关的创业教育框架内理解学习经验。
    结论:医疗保健黑客马拉松似乎是一种可行的方法,可以通过创新和创业原则来增加医生的经验,并解决医疗保健中的复杂问题。黑客马拉松应被视为关注这些概念的教育计划的一部分。
    BACKGROUND: Innovation and entrepreneurship training are increasingly recognized as being important in medical education. However, the lack of faculty comfort with the instruction of these concepts as well as limited scholarly recognition for this work has limited the implementation of curricula focused on these skills. Furthermore, this lack of familiarity limits the inclusion of practicing physicians in health care innovation, where their experience is valuable. Hackathons are intense innovation competitions that use gamification principles to increase comfort with creative thinking, problem-solving, and interpersonal collaboration, but they require further exploration in medical innovation.
    OBJECTIVE: To address this, we aimed to design, implement, and evaluate a health care hackathon with 2 main goals: to improve emergency physician familiarity with the principles of health care innovation and entrepreneurship and to develop innovative solutions to 3 discrete problems facing emergency medicine physicians and patients.
    METHODS: We used previously described practices for conducting hackathons to develop and implement our hackathon (HackED!). We partnered with the American College of Emergency Physicians, the Stanford School of Biodesign, and the Institute of Design at Stanford (d.school) to lend institutional support and expertise in health care innovation to our event. We determined a location, time frame, and logistics for the competition and settled on 3 use cases for teams to work on. We planned to explore the learning experience of participants within a pragmatic paradigm and complete an abductive thematic analysis using data from a variety of sources.
    RESULTS: HackED! took place from October 1-3, 2022. In all, 3 teams developed novel solutions to each of the use cases. Our investigation into the educational experience of participants suggested that the event was valuable and uncovered themes suggesting that the learning experience could be understood within a framework from entrepreneurship education not previously described in relation to hackathons.
    CONCLUSIONS: Health care hackathons appear to be a viable method of increasing physician experience with innovation and entrepreneurship principles and addressing complex problems in health care. Hackathons should be considered as part of educational programs that focus on these concepts.
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  • 文章类型: Journal Article
    未经评估:基于运动的启动已被越来越多地研究,以加速后续运动训练的效果。这种方法在国内的可行性和可接受性尚未得到研究。我们开发了基于游戏的启动系统(DIG-I-PRIMETM),该系统使用严肃的游戏使用户反复进行脚踝运动。我们旨在确定可行性,可接受性,在慢性中风幸存者中,利用基于游戏的运动启动结合功能性下肢运动训练的8周远程监督远程康复计划的初步运动益处。
    UNASSIGNED:三名中风患者参加了一项远程康复计划,该计划包括使用DIG-I-PRIMETM系统进行20分钟基于运动的启动,然后进行30分钟的下肢运动训练,重点是力量和平衡。我们使用报告的不良事件和依从性评估可行性,通过评估参与者对基于游戏的训练的感知和可接受性。使用10-m步行测试和功能步态评估来评估运动增益。
    UNASSIGNED:所有参与者都完成了24次远程监督培训课程,没有发生任何不良事件。参与者报告DIG-I-PRIMETM系统的可接受性很高,满意度得分很高,享受,用户友好性,挑战系统的各个方面。参与者报告了对我们计划的总体满意度。10-m步行测试(0.10-0.31m/s)和功能步态评估(4-7分)的训练后变化超过了最小的临床重要差异。
    UNASSIGNED:我们的结果表明,远程监督的基于游戏的启动和功能性下肢锻炼计划对于中风幸存者在家中进行是可行且可接受的。此外,改善步行提供了基于游戏的启动作为卒中运动恢复的远程康复策略有益的初步证据.
    UNASSIGNED: Movement-based priming has been increasingly investigated to accelerate the effects of subsequent motor training. The feasibility and acceptability of this approach at home has not been studied. We developed a game-based priming system (DIG-I-PRIMETM) that engages the user in repeated ankle movements using serious games. We aimed to determine the feasibility, acceptability, and preliminary motor benefits of an 8-week remotely supervised telerehabilitation program utilizing game-based movement priming combined with functional lower limb motor training in chronic stroke survivors.
    UNASSIGNED: Three individuals with stroke participated in a telerehabilitation program consisting of 20-min movement-based priming using the DIG-I-PRIMETM system followed by 30-min of lower limb motor training focusing on strength and balance. We evaluated feasibility using reported adverse events and compliance, and acceptability by assessing participant perception of the game-based training. Motor gains were assessed using the 10-m walk test and Functional Gait Assessment.
    UNASSIGNED: All participants completed 24 remotely supervised training sessions without any adverse events. Participants reported high acceptability of the DIG-I-PRIMETM system, reflected by high scores on satisfaction, enjoyment, user-friendliness, and challenge aspects of the system. Participants reported overall satisfaction with our program. Post-training changes in the 10-m walk test (0.10-0.31 m/s) and Functional Gait Assessment (4-7 points) exceeded the minimal clinically important difference.
    UNASSIGNED: Our results indicate that a remotely supervised game-based priming and functional lower limb exercise program is feasible and acceptable for stroke survivors to perform at home. Also, improved walking provides preliminary evidence of game-based priming to be beneficial as a telerehabilitation strategy for stroke motor recovery.
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  • 文章类型: Case Reports
    游戏化是功能恢复和康复的一种新颖的介入方法。我们介绍了一个新颖的游戏化康复案例,该案例涉及一名38岁的女性,该女性转诊到物理治疗部门进行桡骨远端骨折后康复。在一辆两轮车的道路交通事故中,她被伸出的手摔倒后,使用两根克氏针(K线)进行了闭合复位和内固定(CRIF)的管理。向患者提供4周的游戏化干预。我们使用干预前后的疼痛结果测量,运动范围,握力,手的功能。游戏化干预四周后,所有结果指标都有了实质性改善。
    Gamification is a novel interventional approach to functional recovery and rehabilitation. We present a novel gamification rehabilitation case of a 38-year-old female referred to the physiotherapy department for post-distal radial fracture rehabilitation. She was managed with closed reduction and internal fixation (CRIF) using two Kirschner wires (K-wires) after falling on an outstretched hand in a road traffic accident with a two-wheeler. Gamification intervention was provided to the patient for four weeks. We used pre- and post-intervention outcome measures for pain, range of motion, grip strength, and hand function. There was a substantial improvement in all outcome measures after four weeks of gamification intervention.
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  • 文章类型: Journal Article
    背景:点代表游戏化中最广泛使用的游戏机制之一。它们已被用作向用户提供反馈的手段。它们直观地显示用户性能,并与其他游戏机制一起使用以产生协同效应。然而,使用点而不分析应用程序环境和目标会对用户产生不利影响。
    目的:本研究旨在确定用户在不正确应用积分时遇到的问题,为了在分析前人研究和实际点用案例的基础上解决问题,并开发一个点设计框架来提供游戏体验。
    方法:通过分析以前的研究发现了三个问题。第一个问题是只有积累的点。第二点是强调用户与其他人的差异。第三个问题涉及当积分用作奖励时发生的奖励分配问题。
    结果:我们通过推导应用点的3个标准开发了一个框架。第一个标准是基于被动获取方法和主动使用方法。第二个标准用于将点分类为“高/低”和“多/少”类型。第三个标准是根据奖励标准的分割,对个人奖励积分和团体奖励积分进行分类。我们基于导出的点设计框架开发了8种类型的点。
    结论:我们希望可以解决用户在使用积分时遇到的一些问题。此外,我们预计当积分被用作奖励时出现的一些问题,比如点化和过度称义效应,可以解决。通过解决这些问题,我们提出了一个方向,为积分用户提供游戏体验,并通过游戏体验提高核心价值交付。在持续的COVID-19大流行的背景下,我们还建议一种游戏体验的交付方法。
    BACKGROUND: Points represent one of the most widely used game mechanics in gamification. They have been used as a means to provide feedback to users. They visually show user performance and are used along with other game mechanics to produce synergy effects. However, using points without analyzing the application environment and targets adversely affects users.
    OBJECTIVE: This study aims to identify the problems that users encounter when points are applied improperly, to solve problems based on an analysis of previous studies and actual point use cases, and to develop a point design framework to deliver gameful experiences.
    METHODS: Three problems were identified by analyzing previous studies. The first problem is points that only accumulate. The second is points that emphasize a user\'s difference from other people. The third pertains to the reward distribution problem that occurs when points are used as rewards.
    RESULTS: We developed a framework by deriving 3 criteria for applying points. The first criterion is based on the passive acquisition approach and the active use approach. The second criterion is used to classify points as \"high/low\" and \"many/few\" types. The third criterion is the classification of personal reward points and group reward points based on segmentation of the reward criteria. We developed 8 types of points based on the derived point design framework.
    CONCLUSIONS: We expect that some of the problems that users experience when using points can be solved. Furthermore, we expect that some of the problems that arise when points are used as rewards, such as pointsification and the overjustification effect, can be solved. By solving such problems, we suggest a direction that enables a gameful experience for point users and improves the core value delivery through gameful experiences. We also suggest a gameful experience delivery method in the context of the ongoing COVID-19 pandemic.
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