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No Pain, no Gain? Investigating motivational mechanisms of game elements in cognitive tasks
被引:28
作者:
Bernecker, Katharina
[1
,2
]
Ninaus, Manuel
[2
,3
,4
]
机构:
[1] Univ Zurich, Dept Psychol, Binzmuehlestr 14 Box 6, CH-8050 Zurich, Switzerland
[2] Leibniz Inst Wissensmedien IWM, Tubingen, Germany
[3] Univ Tubingen, LEAD Grad Sch & Res Network, Tubingen, Germany
[4] Univ Innsbruck, Innsbruck, Austria
关键词:
Gamification;
Serious games;
Self-control;
Task performance;
Affect;
Effort;
Conflict;
SELF-CONTROL FAILURE;
EGO DEPLETION;
SEDUCTIVE DETAILS;
IMPLICIT THEORIES;
NEGATIVE AFFECT;
WORKING-MEMORY;
SERIOUS GAMES;
DELAY;
MODEL;
GAMIFICATION;
D O I:
10.1016/j.chb.2020.106542
中图分类号:
B84 [心理学];
学科分类号:
04 ;
0402 ;
摘要:
The literature on serious games and gamification suggests that game elements have a positive influence on learning and performance in cognitive tasks. However, the mechanisms by which game elements affect these outcomes are not well understood. Building on theorizing in the self-control literature, the present research investigated whether game elements change the subjective experience of a cognitive task in terms of the positive affect, motivational conflict, and subjective effort experienced. Further, we tested whether people with a low versus high level of self-control benefit more from game elements in terms of their performance. The results of two experimental studies suggest that the gamification of an n-back task did not improve task accuracy (i.e., correct responses) directly but reduced task disengagement (i.e., non-responses). Further, gamification prevented positive affect from dropping over the course of the task and reduced motivational conflict and subjective effort experienced. Only positive affect mediated the effect of game elements on task disengagement. Further, game elements had an indirect effect on task accuracy via subjective effort. There was no indication that individuals with lower delay of gratification or lower trait self-control would profit more from gamification. The implications of these findings for the literature on self-control and gamification are discussed.
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