PL EN


Preferencje help
Widoczny [Schowaj] Abstrakt
Liczba wyników
2016 | nr 4 | 269--283
Tytuł artykułu

Psychospołeczne uwarunkowania zaangażowania konsumentów w grywalizację

Treść / Zawartość
Warianty tytułu
Psychosocial Determinants of Consumer's Involvement in Gamification
Języki publikacji
PL
Abstrakty
Grywalizacja wykorzystuje elementy świata gier do angażowania się w podejmowane przez uczestnika czynności oraz realizację przez niego zadań z natury nieatrakcyjnych, w sposób zapewniający przyjemność, radość i dobrą zabawę. Celem opracowania jest przegląd teorii motywacji dla zrozumienia determinant gracza podejmującego określone czynności w ramach grywalizacji oraz mechanizmu zaspokojenia przez niego potrzeb przy wykorzystaniu wybranych elementów gier. (abstrakt oryginalny)
EN
Gamification uses elements of the gaming world to engage the participants in activities and to fulfill the tasks inherently unattractive in a way that bring them pleasure, joy and fun. The aim of the publication is to review the theory of motivation for understanding the determinants of a player dodging certain activities within gamification and the mechanism of satisfying his needs, using selected elements of game. (original abstract)
Rocznik
Numer
Strony
269--283
Opis fizyczny
Twórcy
  • Uniwersytet Łódzki
  • Uniwersytet Łódzki
Bibliografia
  • Ahn von L., Dabbish L., Designing games with a purpose, "Communications of the ACM"2008, nr 8, vol. 51.
  • Atkinson J.W., Litwin G.H., Achievement motive and test anxiety conceived as motive to approach success and motive to avoid failure, "The Journal of Abnormal and Social Psychology" 1960, nr 60 (1).
  • Bandura, A., Self-efficacy mechanism in human agency, "American Psychologist" 1982, nr 37 (2).
  • Bandura A., Self-efficacy: Toward a unifying theory of behavioral change, "Psychological Review" 1977, nr 84 (2).
  • Beza O., Gamification - How games can level up our everyday life?, VU University, Amsterdam 2011.
  • Dec E.L., Koestner R., Ryan R.M., A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation, "Psychological Bulletin" 1999, nr 125 (6).
  • Deterding S., Dixon D., Khaled R., Nacke L., From game design elements to gamefulness: Defining "gamification", MindTrek '11 Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments 2011.
  • Eccles J.S., Wigfield A., Motivational beliefs, values, and goals, "Annual Review of Psychology" 2002, nr 53 (1).
  • El-Khuffash A., Gamification, http://elkhuffash.com/gamification/gamification_report.pdf [dosstęp: 2.02.2016].
  • Festinger L., A theory of social comparison processes, "Human Relations" 1954, nr 7 (2).
  • Fox K., Kim A., Kirk B., Zichermann G., Gamification 101:An Introduction to the Use of Game Dynamics to Influence Behavior, http://www.bunchball.com/sites/default/files/downloads/gamification101.pdf [dostęp: 2.02.2016].
  • Garris R., Ahlers R., Driskell J.E., Games, motivation, and learning: A research and practice model, "Simulation and Gaming" 2000, nr 33(4).
  • Granzin K.L., Mason M.J., Motivating participation in exercise: Using personal investment Theory, "Advances in Consumer Research" 1999, nr 26.
  • Huotari K., Hamari J., Defining gamification: a service marketing perspective, [in:] MindTrek '12 Proceeding of the 16th International Academic Mind Trek Conference, 3-5 October 2012, Tampere, Finland 2012.
  • Jackson G.T., Boonthum C., McNamara D.S., iSTART-ME: Situating extended learning within a game-based environment, In Proceedings of the Workshop on Intelligent Educational Games at the 14th Annual Conference on Artificial Intelligence in Education AIED 09, Brighton 2009.
  • Kraiger K., Ford J.K., Salas E., Application of cognitive, skill-based, and affective theories of learning outcomes to new methods of training evaluation, "Journal of Applied Psychology" 1993, nr 78 (2).
  • Kruglanski A.W., Mayseless O., Classic and current social comparison research: Expanding the perspective, "Psychological Bulletin" 1990, nr 108 (2).
  • Lillienfeld S.O., Lynn S.J., Namy L.L., Woolf N.J., Psychology: From inquiry to Understanding, Pearson/Allyn and Bacon, Boston 2009.
  • Ling K., Beenen G., Ludford P., Wang X., Chang K., Li X., Using social psychology to motivate contributions to online communities, Proceedings of the 2004 ACM conference on Computer supported cooperative work, 2005.
  • Locke E.A., Shaw K.N., Saari L.M., Latham G.P., Goal setting and task performance: 1969-1980, "Psychological Bulletin" 1981, nr 90 (1).
  • Malone T.W., Toward a theory of intrinsically motivating instruction, "Cognitive Science" 1981, nr 5 (4).
  • Maslow A.H., A theory of human motivation, "Psychological Review" 1943, nr 50 (4).
  • McNamara D.S., Jackson G.T., Graesser A.C., Intelligent tutoring and games (ITaG), Proceedings of the Workshop on Intelligent Educational Games at the 14th Annual Conference on Artificial Intelligence in Education, Brighton 2009.
  • Medler B., Magerko B., Analytics of play: Using information visualization and game-play practices for visualizing video game data, "Parsons Journal for Information Mapping" 2011, nr 3(1).
  • Muntean C.I., Raising engagement in e-learning through gamification, Proceedings 6th International Conference on Virtual Learning ICVL, Cluj-Napoca, Romania 2011.
  • Nicholls J.G., Achievement motivation: Conceptions of ability, subjective experience, task choice, and performance, "Psychological Review" 1984, nr 91 (3).
  • Ryan R.M., Deci E.L., Intrinsic and extrinsic motivations: Classic definitions and new directions, "Contemporary Educational Psychology" 2000, nr 25 (1).
  • Schwarzer R., Bäßler J., Kwiatek P., Schröder K., Zhang J.X., The assessment of optimistic self-beliefs: Comparison of the german, spanish, and chinese versions of the general self-efficacy scale, "Applied Psychology: An International Review" 1997, nr 46 (1).
  • Schilling T.A., Hayashi C.T., Achievement motivation among high school basketball and cross-country athletes: A personal investment perspective, "Journal of Applied Sport Psychology" 2001, nr 13 (1).
  • Shepperd J.A., Social loafing and expectancy-value theory, [in:] S.G. Harkins (Ed.), Multiple perspectives on the effects of evaluation on performance, Kluwer, New York 2001.
  • Siang A.C., Rao R.K., Theories of learning: A computer game perspective, Proceedings of the IEEE Fifth International Symposium on Multimedia Software Engineering, Taichung, Taiwan 2003.
  • Skinner B.F., The experimental analysis of behavior, "American Scientist" 1957, nr 45 (4).
  • Sweetser P., Wyeth P., Game Flow: A model for evaluating player enjoyment in games, "Computers in Entertainment (CIE)" 2005, nr 3 (3).
  • Tkaczyk P., Grywalizacja, Helion, Gliwice 2012.
  • Vansteenkiste M., Lens W., De Witte H., Feather N.T., Understanding unemployed people's job search behaviour, unemployment experience and well-being: A comparison of expectancy-value theory and self-determination theory, "British Journal of Social Psychology" 2005, nr 44 (2).
  • Vassileva J., Motivating participation in social computing applications: A user modeling perspective, "User Modeling and User-Adapted Interaction" 2012, nr 22 (1).
  • Werbach K., Hunter D., For the Win: How Game Thinking Can Revolutionize Your Business, Wharton Digital Press, Philadelphia 2012.
  • Wood J.V., Theory and research concerning social comparisons of personal attributes, "Psychological Bulletin" 1989, nr 106 (2).
  • Yee N., Motivations for play in online games, "CyberPsychology & Behavior" 2006, nr 9 (6).
  • Yee N., The labor of fun: How video games blur the boundaries of work and play, "Games and Culture: A Journal of Interactive Media" 2006, nr 1 (1).
  • Zichermann G., Cunningham C., Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps, O'Reilly Media, Canada 2011.
Typ dokumentu
Bibliografia
Identyfikatory
Identyfikator YADDA
bwmeta1.element.ekon-element-000171461462

Zgłoszenie zostało wysłane

Zgłoszenie zostało wysłane

Musisz być zalogowany aby pisać komentarze.
JavaScript jest wyłączony w Twojej przeglądarce internetowej. Włącz go, a następnie odśwież stronę, aby móc w pełni z niej korzystać.