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互联网干预措施的游戏化原则。

Principles of gamification for Internet interventions.

机构信息

Department of Computer Science, University of Virginia School of Engineering and Applied Science, Charlottesville, VA, USA.

Center for Behavioral Health and Technology, Department of Psychiatry and Neurobehavioral Sciences, School of Medicine, University of Virginia, Charlottesville, VA, USA.

出版信息

Transl Behav Med. 2019 Nov 25;9(6):1131-1138. doi: 10.1093/tbm/ibz041.

Abstract

Gamification is a popular method used to add entertaining and appealing dimensions to nongaming activities. Researchers of technology-based behavioral and mental-health-focused interventions have shown considerable interest in gamification to enhance engagement and adherence. There have been a number of gamification frameworks proposed, each with differences in focus but with overlapping similarities. A review of these frameworks highlight critical issues in gamification-lack of clear definitions, standards, and a need for an overarching model for applying gamification, rather than simply describing gamification. These issues leave researchers challenged to apply gamification to its full potential. This paper explores gamification as a construct and endeavors to define its core features. A useful way of evaluating the potential utility of gamification features in the context of an intervention is by distinguishing between exogenous applications of gamification (layering game mechanics externally upon a system) and endogenous application of gamification (developing mechanics intrinsic to the given experience). By then comparing and contrasting six gamification frameworks, components are identified that lay at the intersection and a theoretical model is proposed. A theory-driven set of gamification principles, organized into four categories, is developed and presented. Of particular interest is the utilization of this model as it relates to behavioral and mental-health-focused Internet-based interventions. To demonstrate the potential of this gamification framework, the generated principles are overlaid onto the established Model for Internet Interventions, extending it, and providing a more concrete foundation for researchers of Internet interventions. The presented model will assist researchers and developers who are interested in applying gamification to Internet interventions.

摘要

游戏化是一种将娱乐和吸引人的元素融入非游戏活动的流行方法。基于技术的行为和心理健康干预措施的研究人员对游戏化表现出了浓厚的兴趣,以提高参与度和坚持度。已经提出了许多游戏化框架,每个框架的重点都不同,但有相似之处。对这些框架的回顾突出了游戏化中的关键问题——缺乏明确的定义、标准以及对应用游戏化的总体模型的需求,而不仅仅是描述游戏化。这些问题使得研究人员难以充分发挥游戏化的潜力。本文探讨了游戏化作为一种结构,并努力定义其核心特征。评估游戏化特征在干预背景下的潜在效用的一种有用方法是区分游戏化的外生应用(将游戏机制外部叠加在系统上)和游戏化的内生应用(开发给定体验中内在的机制)。然后,通过比较和对比六个游戏化框架,确定了位于交叉点的组件,并提出了一个理论模型。开发并提出了一组以理论为导向的游戏化原则,分为四类。特别感兴趣的是将这个模型应用于行为和心理健康为重点的基于互联网的干预措施。为了展示这个游戏化框架的潜力,生成的原则被叠加到现有的互联网干预模型上,扩展了它,并为互联网干预的研究人员提供了一个更具体的基础。所提出的模型将帮助有兴趣将游戏化应用于互联网干预的研究人员和开发者。

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