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

机译:游戏体验调查问卷(GamefulQuest):一种测量系统使用的感知游戏的仪器

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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,我们在使用服务时展示了衡量用户游戏的游戏体验的仪器的开发和验证。有意或无意地,系统和服务正变得越来越多的赌博,并且对于用户的服务的整体体验,游戏体验逐渐重要。游戏是指技术的转变变得更加游戏,有意唤起游戏(游戏经验)和影响用户行为的类似积极经验和动机。在这项研究中,我们使用了一种混合方法方法来开发一种测量游戏体验的仪器。在第一次定性研究中,我们开发了使用来自调查问卷的数据的游戏体验模型,包括向Zombies用户的用户,运行!,Duolingo和Nike + Run Club构成的开放式问题。在第二项研究中,我们开发了仪器,并使用Zombies用户的数据进行评估,并使用Zombies的数据进行评估! (n = 371)。基于该第二研究的结果,我们进一步开发了使用Duolingo(n = 507)用户的数据的第三种研究中的仪器,其中我们重复了对维度和心理测量特性的评估,这次包括模型的确认。由于这项工作,我们设计了游戏,这是一个可用于模拟和衡量个人用户在系统和服务中的游戏体验的乐器,可用于用户适应的游戏,并在游戏中向用户建模研究通知用户建模研究语境。

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