Startsida
Hjälp
Sök i LIBRIS databas

     

 

Sökning: onr:v54931ncs22g6hwd > Gameful Experience ...

Gameful Experience Questionnaire (GAMEFULQUEST) [Elektronisk resurs] an instrument for measuring the perceived gamefulness of system use

Högberg, Johan (författare)
Hamari, Juho (författare)
Wästlund, Erik, 1969- (författare)
Karlstads universitet Fakulteten för humaniora och samhällsvetenskap (from 2013) (utgivare)
Publicerad: Springer Netherlands, 2019
Engelska.
Ingår i: User modeling and user-adapted interaction. - 0924-1868. ; 1-42
Läs hela texten
Läs hela texten
Läs hela texten
  • E-artikel/E-kapitel
Sammanfattning Ämnesord
Stäng  
  • 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. 

Ämnesord

Natural Sciences  (hsv)
Computer and Information Sciences  (hsv)
Information Systems  (hsv)
Naturvetenskap  (hsv)
Data- och informationsvetenskap  (hsv)
Systemvetenskap, informationssystem och informatik  (hsv)
Psykologi  (kau)
Psychology  (kau)

Genre

government publication  (marcgt)

Indexterm och SAB-rubrik

Game experience
Gameful experience
Gamification
Gamified service
Mixed-methods approach
User experience
Surveys
Mixed method
Behavioral research
Inställningar Hjälp

Beståndsinformation saknas

Om LIBRIS
Sekretess
Blogg
Hjälp
Fel i posten?
Kontakt
Teknik och format
Sök utifrån
Sökrutor
Plug-ins
Bookmarklet
Anpassa
Textstorlek
Kontrast
Vyer
LIBRIS söktjänster
SwePub
Sondera
Uppsök

Kungliga biblioteket hanterar dina personuppgifter i enlighet med EU:s dataskyddsförordning (2018), GDPR. Läs mer om hur det funkar här.
Så här hanterar KB dina uppgifter vid användning av denna tjänst.

Copyright © LIBRIS - Nationella bibliotekssystem

 
pil uppåt Stäng

Kopiera och spara länken för att återkomma till aktuell vy