故事背景和化身力量对停止信号游戏中的表现没有影响
Linus Held1, Johannes Pannermayr1, Alina Kaufmann1
1University of Twente, Netherlands.
Heliyon
|January 13, 2025
概括
游戏化就是游戏化.
科学领域:
- 认知心理学 认知心理学
- 人与计算机的互动.
- 行为科学是一种行为科学.
背景情况:
- 游戏化在研究中越来越多地用于增强参与度.
- 它对诸如响应抑制等认知任务的影响需要进一步研究.
- 了解游戏化任务中的用户体验至关重要.
研究的目的:
- 通过停止信号任务 (SST) 调查游戏化对响应抑制的影响.
- 检查参与者的游戏化体验与任务绩效之间的关系.
- 探索沉浸,动机和化身识别等因素如何影响认知控制.
主要方法:
- 参与者完成了两个停止信号任务 (SST) 会议,其中包含了游戏化元素.
- 这些措施包括响应抑制,沉浸,内在动机,化身识别和冲动性.
- 统计分析解释了方法和避免动机.
主要成果:
- 更高的沉浸与受损的响应抑制相关,可能是由于会话中的沉浸程度下降.
- 内在动机和化身识别并没有预测表现,但随着时间的推移而下降.
- 叙述对结果没有影响,但化身选择影响了识别.
结论:
- 游戏化对响应抑制的影响很复杂,沉浸可能会阻碍表现.
- 动机下降表明在游戏化实验设计中需要有形目标.
- 精心定制的游戏化策略对于有效的实验研究至关重要.
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