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游戏化在线调查:评估自我决定理论的体验。

Gamified online surveys: Assessing experience with self-determination theory.

机构信息

Eawag: Swiss Federal Institute of Aquatic Science and Technology, Dübendorf, Switzerland.

Institute of Natural Resource Sciences, Zurich University of Applied Sciences, Wädenswil, Switzerland.

出版信息

PLoS One. 2023 Oct 13;18(10):e0292096. doi: 10.1371/journal.pone.0292096. eCollection 2023.

Abstract

We developed four online interfaces supporting citizen participation in decision-making. We included (1) learning loops (LLs), good practice in decision analysis, and (2) gamification, to enliven an otherwise long and tedious survey. We investigated the effects of these features on drop-out rate, perceived experience, and basic psychological needs (BPNs): autonomy, competence, and relatedness, all from self-determination theory. We also investigated how BPNs and individual causality orientation influence experience of the four interfaces. Answers from 785 respondents, representative of the Swiss German-speaking population in age and gender, provided insightful results. LLs and gamification increased drop-out rate. Experience was better explained by the BPN satisfaction than by the interface, and this was moderated by respondents' causality orientations. LLs increased the challenge, and gamification enhanced the social experience and playfulness. LLs frustrated all three needs, and gamification satisfied relatedness. Autonomy and relatedness both positively influenced the social experience, but competence was negatively correlated with challenge. All observed effects were small. Hence, using gamification for decision-making is questionable, and understanding individual variability is a prerequisite; this study has helped disentangle the diversity of responses to survey design options.

摘要

我们开发了四个支持公民参与决策的在线界面。我们纳入了(1)学习循环(LLs)和决策分析中的良好实践,以及(2)游戏化,以活跃原本冗长乏味的调查。我们调查了这些功能对退出率、感知体验和基本心理需求(BPNs)的影响:自主性、能力和关联性,这些都来自自我决定理论。我们还调查了 BPNs 和个体因果取向如何影响四个界面的体验。来自具有代表性的瑞士德语人群的 785 名受访者的回答提供了有见地的结果。学习循环和游戏化增加了退出率。体验更多地由 BPN 满意度来解释,而不是由界面来解释,这受到受访者因果取向的调节。学习循环增加了挑战,游戏化增强了社交体验和趣味性。学习循环挫败了所有三种需求,而游戏化满足了关联性。自主性和关联性都积极地影响了社交体验,但能力与挑战呈负相关。所有观察到的影响都很小。因此,在决策中使用游戏化是值得商榷的,并且理解个体差异是前提条件;这项研究有助于理清对调查设计选项的多样性反应。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/ebc6/10575531/548c05b32407/pone.0292096.g001.jpg

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