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arXiv 2103.05862cs.HCcs.CY
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消除游戏化:研究议程

Removing Gamification: A Research Agenda

Katie Seaborn

摘要:

从交互系统中移除游戏化元素的效果一直是游戏化研究中的一个长期问题。早期的工作和基础理论提出了对积极影响的持久性和消极影响的出现的关注。然而,近十年过去了,迄今为止还没有任何工作就这些问题寻求共识。在这里,我提供了一个快速审查的艺术状态和什么是已知的影响,消除游戏化。我们发现了2012年至2020年间发表的8篇论文的小型语料库。研究结果表明,去除游戏化会产生积极和消极的影响。值得注意的是,报告不足、方法上的缺陷、措施有限以及对“负面”结果的肤浅解释妨碍了得出明确的结论。我提供了一个研究议程,以更好地理解游戏化删除的性质。最后,我呼吁开展实证和理论工作,阐明系统非游戏化后可能存在的影响。

英文摘要:

The effect of removing gamification elements from interactive systems has been a long-standing question in gamification research. Early work and foundational theories raised concerns about the endurance of positive effects and the emergence of negative ones. Yet, nearly a decade later, no work to date has sought consensus on these matters. Here, I offer a rapid review on the state of the art and what is known about the impact of removing gamification. A small corpus of 8 papers published between 2012 and 2020 were found. Findings suggest a mix of positive and negative effects related to removing gamification. Significantly, insufficient reporting, methodological weaknesses, limited measures, and superficial interpretations of "negative" results prevent firm conclusions. I offer a research agenda towards better understanding the nature of gamification removal. I end with a call for empirical and theoretical work on illuminating the effects that may linger after systems are un-gamified.

机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。

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