首页> 外文期刊>User modeling and user-adapted interaction >Gameful Experience Questionnaire (GAMEFULQUEST): an instrument for measuring the perceived gamefulness of system use
【24h】

Gameful Experience Questionnaire (GAMEFULQUEST): an instrument for measuring the perceived gamefulness of system use

机译:游戏体验调查表(GAMEFULQUEST):一种用于衡量系统使用感知游戏性的工具

获取原文
获取原文并翻译 | 示例
           

摘要

In this paper, we present the development and validation of an instrument for measuring users' gameful experience while using a service. Either intentionally or unintentionally, systems and services are becoming increasingly gamified and having a gameful experience is progressively important for the user's overall experience of a service. Gamification refers to the transformation of technology to become more game-like, with the intention of evoking similar positive experiences and motivations that games do (the gameful experience) and affecting user behavior. In this study, we used a mixed-methods approach to develop an instrument for measuring the gameful experience. In a first qualitative study, we developed a model of the gameful experience using data from a questionnaire consisting of open-ended questions posed to users of Zombies, Run!, Duolingo, and Nike+Run Club. In a second study, we developed the instrument and evaluated its dimensionality and psychometric properties using data from users of Zombies, Run! (N=371). Based on the results of this second study, we further developed the instrument in a third study using data from users of Duolingo (N=507), in which we repeated the assessment of dimensionality and psychometric properties, this time including confirmation of the model. As a result of this work, we devised GAMEFULQUEST, an instrument that can be used to model and measure an individual user's gameful experience in systems and services, which can be used for user-adapted gamification and for informing user-modeling research within a gamification context.
机译:在本文中,我们介绍了一种用于测量用户在使用服务时的游戏体验的工具的开发和验证。无论是有意还是无意,系统和服务都变得越来越游戏化,而具有游戏性的体验对于用户的整体服务体验越来越重要。游戏化是指技术的转变,使其变得更像游戏,目的是唤起类似的积极体验和动机(游戏性体验)并影响用户行为。在这项研究中,我们使用了一种混合方法来开发一种用于衡量游戏体验的工具。在第一个定性研究中,我们使用问卷调查的数据开发了游戏体验的模型,该问卷包括向僵尸,Run!,Duolingo和Nike + Run Club用户提出的开放性问题。在第二项研究中,我们开发了该仪器,并使用Zombies,Run!用户的数据评估了其尺寸和心理测量特性。 (N = 371)。根据第二项研究的结果,我们在第三项研究中使用来自Duolingo(N = 507)用户的数据进一步开发了该仪器,在该研究中,我们重复了维度和心理计量学特性的评估,这次包括了模型的确认。这项工作的结果是,我们设计了GAMEFULQUEST,该工具可用于建模和衡量单个用户在系统和服务中的游戏体验,可用于用户适应的游戏化,并在游戏化中为用户建模研究提供信息上下文。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号