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故事背景和虚拟形象能力对停止信号游戏表现无影响。

No impact of story context and avatar power on performance in a stop-signal game.

作者信息

Held Linus, Pannermayr Johannes, Kaufmann Alina, Scheffer Marouscha, Flores Paola, Dechant Martin, Friehs Maximilian A

机构信息

University of Twente, Netherlands.

University College London, United Kingdom.

出版信息

Heliyon. 2024 Dec 11;11(1):e41039. doi: 10.1016/j.heliyon.2024.e41039. eCollection 2025 Jan 15.

Abstract

This study investigates the impact of gamification on response inhibition in a Stop-Signal Task (SST) and examines participants' gamification experience. The findings reveal that, after accounting for approach- and avoidance-motivation as well as impulsiveness, higher immersion is associated with impaired response inhibition. This effect could be attributed to a substantial decline in immersion between the first and second SST sessions. Despite intrinsic motivation and avatar identification not significantly predicting performance, both factors exhibited a decline across sessions, suggesting an overall diminished gaming experience in the second session. Alternatively, motivational variables as immersion and avatar identification might be detrimental to response inhibition, by shifting attention away from relevant task elements. Contrary to expectations, approach and avoidance narratives did not influence outcome variables or participant experience, while different avatars led to altered avatar identification, particularly favouring strong avatars. The declining motivation over time might stem from a lack of tangible goals within the gamified task, where narrative elements alone failed to induce sufficient goal-oriented motivation. These findings underscore the nuanced interplay between gamification elements, task complexity, and participants' expectations, emphasizing the need for carefully tailored gamification strategies in experimental designs.

摘要

本研究调查了游戏化对停止信号任务(SST)中反应抑制的影响,并考察了参与者的游戏化体验。研究结果显示,在考虑趋近动机和回避动机以及冲动性之后,更高的沉浸感与反应抑制受损有关。这种效应可能归因于第一次和第二次SST任务之间沉浸感的大幅下降。尽管内在动机和虚拟形象认同对表现没有显著预测作用,但这两个因素在各任务环节中均有所下降,表明第二次任务环节中的整体游戏体验有所减弱。另外,诸如沉浸感和虚拟形象认同等动机变量可能会将注意力从相关任务元素上转移开,从而对反应抑制产生不利影响。与预期相反,趋近和回避叙事并未影响结果变量或参与者体验,而不同的虚拟形象导致了不同的虚拟形象认同,尤其更偏向强大的虚拟形象。随着时间推移动机下降可能源于游戏化任务中缺乏切实的目标,其中仅叙事元素未能引发足够的目标导向动机。这些发现强调了游戏化元素、任务复杂性和参与者期望之间的细微相互作用,强调了在实验设计中精心定制游戏化策略的必要性。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/61ff/11719363/2ee1c135e260/gr1.jpg

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