一个随机控制的实地实验的协议,关于不同的体育活动游戏化设计对身体活动的影响
Elaine Marie Grech1, Marie Briguglio1, Emanuel Said1
1University of Malta, Msida MSD2080, Malta.
MethodsX
|February 1, 2024
概括
这项研究探讨了不同的游戏化设计如何影响身体活动和动机. 结果将揭示哪些游戏化方法最好地鼓励增加步数和持续参与.
科学领域:
- 行为科学 行为科学
- 医疗信息学 医疗信息学
- 人与计算机的交互
背景情况:
- 游戏化越来越多地用于促进身体活动.
- 需要证据来证实游戏化的有效性,并确定最佳的设计策略.
- 了解用户的动机和感知到的有用性是行为改变的关键.
研究的目的:
- 调查不同游戏化设计对身体活动的因果关系.
- 检查游戏化对用户动机和感知的有用性的影响.
- 为了比较竞争,合作和混合游戏化方法与对照组.
主要方法:
- 一个平行四臂随机控制的实地实验.
- 被分配到竞争,合作,混合游戏化或控制组的参与者.
- 收集了纵向步数数据和自我报告的动机/有用性数据.
主要成果:
- 分析步数数据以确定身体活动行为的变化.
- 评估关于内在动机和感知有用性的自我报告数据.
- 通过四个实验臂对结果的比较.
结论:
- 确定哪些游戏化设计最有效地增强了身体活动.
- 了解驱动行为变化的心理机制 (动机,有用性).
- 为游戏化的体育活动干预提供基于证据的建议.
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