How Points and Theme Affect Performance and Experience in a Gamified Cognitive Task

要旨

Cognitive tasks are increasingly being gamified in an attempt to leverage the motivational power of games; however, they are sensitive to manipulation and literature is divided on how adding game elements affects participant performance and experience. We applied two popular gamification approaches (points/feedback and theme/narrative) to a typical cognitive task (the dot probe) and measured performance and experience in two studies (N1=287, N2=321). Similar to prior work, we confirm in Study1 that points increase reaction time and error rate, and positive affect. We replicated these results in Study2, and expanded our analysis to investigate participant experience. Our findings suggest that theme creates expectations of an interesting game, which gamified tasks fail to deliver, whereas points maintain enjoyment better throughout the task itself. Important for the development of gamified cognitive tasks, our findings suggest that novel approaches to gameful assessment may be better than the status quo.

キーワード
cognitive tasks
dot probe
games
gamification
assessment
著者
Katelyn Wiley
University of Saskatchewn, Saskatoon, SK, Canada
Sarah Lynn Vedress
University of Saskatchewan, Saskatoon, SK, Canada
Regan L. Mandryk
University of Saskatchewan, Saskatoon, SK, Canada
DOI

10.1145/3313831.3376697

論文URL

https://doi.org/10.1145/3313831.3376697

会議: CHI 2020

The ACM CHI Conference on Human Factors in Computing Systems (https://chi2020.acm.org/)

セッション: A closer look at players

Paper session
313B O'AHU
5 件の発表
2020-04-28 23:00:00
2020-04-29 00:15:00
日本語まとめ
読み込み中…