کد مقاله | کد نشریه | سال انتشار | مقاله انگلیسی | نسخه تمام متن |
---|---|---|---|---|
4937381 | 1434620 | 2017 | 10 صفحه PDF | دانلود رایگان |
عنوان انگلیسی مقاله ISI
Do badges increase user activity? A field experiment on the effects of gamification
ترجمه فارسی عنوان
آیا مدالها فعالیت کاربر را افزایش می دهند؟ یک آزمایش میدانی در مورد اثرات تولید
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کلمات کلیدی
تولید مدالها دستاوردها، طراحی بازی، تکنولوژی اطمینان، نامزدی،
موضوعات مرتبط
مهندسی و علوم پایه
مهندسی کامپیوتر
نرم افزارهای علوم کامپیوتر
چکیده انگلیسی
During recent years, the practice of adding game design to non-game services has gained a relatively large amount of attention. Popular discussion connects gamification to increased user engagement, service profitability, goal commitment and the overall betterment of various behavioral outcomes. However, there is still an absence of a coherent and ample body of empirical evidence that would confirm such expectations. To this end, this paper reports the results of a 2Â year (1Â +Â 1Â year - between-group) field experiment in gamifying a service by implementing a game mechanic called 'badges'. During the experiment a pre-implementation group (NÂ =Â 1410) was monitored for 1Â year. After the implementation, the post-implementation (the gamified condition) group (NÂ =Â 1579) was monitored for another full year. Results show that users in the gamified condition were significantly more likely to post trade proposals, carry out transactions, comment on proposals and generally use the service in a more active way.
ناشر
Database: Elsevier - ScienceDirect (ساینس دایرکت)
Journal: Computers in Human Behavior - Volume 71, June 2017, Pages 469-478
Journal: Computers in Human Behavior - Volume 71, June 2017, Pages 469-478
نویسندگان
Juho Hamari,