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游戏化的在线调查:评估自决理论的经验
Alice H Aubert1,2, Andreas Scheidegger1, Sara Schmid1
1Eawag: Swiss Federal Institute of Aquatic Science and Technology, Dübendorf, Switzerland.
PloS one
|October 13, 2023
概括
将学习循环和游戏化添加到在线决策调查中增加了退学率. 参与者的体验更多取决于心理需求而不是界面设计,突出了调查参与度的个体差异.
科学领域:
- 人与计算机的交互
- 决策科学 决策科学 决策科学
- 心理学 心理学 心理学
背景情况:
- 关于公民参与的在线调查往往受到高退学率的影响.
- 结合学习循环和游戏化等参与功能,旨在改善用户体验.
- 自决理论为理解数字环境中的用户动机和需求提供了一个框架.
研究的目的:
- 评估学习循环 (LLs) 和游戏化对学率,用户体验和基本心理需求 (BPNs) 的影响.
- 探索BPN和个人因果关系取向如何影响用户在不同在线接口的体验.
- 评估在公民决策界面中LLs和游戏化的有效性.
主要方法:
- 开发了四个在线接口,使用不同的LL和游戏化组合.
- 调查对785名瑞士德语受访者进行了调查,这些受访者代表了一般人口.
- 分析放弃率,自我报告的经验,BPN满意度和因果关系方向.
主要成果:
- 无论是LL还是游戏化,都导致了放学率的增加.
- 用户体验更强烈地预测了BPN满意度,而不是接口类型.
- 游戏化增加了感知挑战和丧的BPN,而游戏化增强了社交体验和相关性满意度.
结论:
- 游戏化在决策调查中的有效性是可疑的,原因是中断率增加和对心理需求的混合影响.
- 个人差异,特别是因果关系的倾向,显著地调节了界面设计和用户体验之间的关系.
- 了解个体的变化对于设计有效的公民参与平台至关重要.
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