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重新思考游戏化失败:游戏化系统不良行为模型与调查

Rethinking Gamification Failure: A Model and Investigation of Gamified System Maladaptive Behaviors

Information Systems Research · 2023
被引 13
人大 AFT50UTD24ABS 4*

中文导读

研究了游戏化系统中用户的不良行为(如滥用系统),发现设计问题会通过影响心理需求满足来引发这些行为,进而损害任务绩效。

Abstract

Current studies show gamification, the integrating of game design elements into target systems, enhances user engagement and instrumental task outcomes. Despite its potential for improving behavioral outcomes, gamification can also lead to maladaptive behaviors, behaviors directed at misappropriating gamified systems. We conceptualized gamified system maladaptive behaviors (GSMB), which involve technology and gamified task maladaptations. We developed a model that depicts three drivers of GSMB from design elements, how they fulfill or frustrate psychological innate needs, which in turn drive GSMB, and how GSMB affect task performance. We tested how the three drivers of design elements affect GSMB in Study 1 by empirically examining users of a gamified system, Pocket Points. The results support our conceptualization of GSMB, and design issues as its antecedents. To further unpack this relationship, we then employed a within-subject experiment and a follow-up survey in Study 2. By manipulating the design issues, we found that GSMB adversely affect task performance, because these users may focus too intently on winning the game, at the expense of task performance. By assessing the fulfillment of psychological needs, our findings suggest that design in gamified systems may not uniformly fulfill the satisfaction of psychological needs and consequently triggers GSMB.

游戏化用户行为自我决定理论人机交互