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OverviewThe author shows that – contradicting the findings of Lieberoth (2015) – simply framing an activity as a game does not increase intrinsic motivation of the participants in a difficult puzzle task. Moreover, for participants who failed at the puzzle, it does not make any difference in terms of intrinsic motivation whether it was framed as a task, a meaningful task, a game or a test of cognitive abilities. However, perceived value of the activity and satisfaction of the need for autonomy were identified as significant predictors for completing additional rounds of the task. This lends support for the importance of the voluntariness and meaningfulness of the task to keep people engaged in gamification. Full Product DetailsAuthor: Florian BrühlmannPublisher: Springer Imprint: Springer Edition: 1st ed. 2016 Dimensions: Width: 14.80cm , Height: 0.40cm , Length: 21.00cm Weight: 1.208kg ISBN: 9783658169251ISBN 10: 3658169257 Pages: 68 Publication Date: 17 January 2017 Audience: Professional and scholarly , Professional & Vocational Format: Paperback Publisher's Status: Active Availability: Manufactured on demand We will order this item for you from a manufactured on demand supplier. Table of ContentsThe Perspective of Self-Determination Theory.- The Role of Context in the Perception of Feedback.- Failing and Uncertainty in Games.- Two Experiments Testing the Effects of Framing on Motivation.- Implications for Theory and Design of Gamification.ReviewsAuthor InformationFlorian Brühlmann is PhD student at the HCI research group at the University of Basel, Switzerland. He is a trained psychologist with special emphasis on Human-Computer Interaction. His research interests include player experience research, questionnaire development and statistical methods for human-computer interaction research. Tab Content 6Author Website:Countries AvailableAll regions |