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| 003 | ES-MaUEC | ||
| 005 | 20230509040158.0 | ||
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| 007 | cr nn 008mamaa | ||
| 008 | 170110s2016 gw | s |||| 0|eng d | ||
| 020 | _a9783658169268 | ||
| 024 | 7 |
_a10.1007/978-3-658-16926-8 _2doi |
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_bspa _cES-MaUEC _dES-MaUEC _d |
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| 050 | 4 |
_aBF503 _b2016 EB |
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| 100 | 1 |
_aBrühlmann, Florian _eautor |
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| 245 | 1 | 4 |
_aThe Effects of Framing in Gamification : _bA Study of Failure _cby Florian Brühlmann |
| 250 | _aFirst edition 2016 | ||
| 264 | 1 |
_aWiesbaden _bSpringer International Publishing _c2016 |
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| 300 |
_a1 recurso en línea (XIII, 68 páginas) _b23 ilustraciones |
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| 336 |
_2rdacontent _aTexto _btxt |
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| 337 |
_2rdamedia _aelectrónico _bc |
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| 338 |
_2rdacarrier _arecurso electrónico _bcr |
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| 347 |
_aarchivo de texto _bPDF |
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| 490 | 0 |
_aBestMasters _x2625-3615 |
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| 505 | 0 | _aThe 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. | |
| 520 | _aThe 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. Contents The 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 Target Groups Lecturers, students and practitioners in the fields of psychology, information technology and design About the Author Florian 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. | ||
| 988 | _aSpringer_Psychology_2016 | ||
| 650 | 7 |
_2embne _9140916 _aMotivación |
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| 650 | 7 |
_2embne _9517870 _aGamificación |
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| 856 | 4 | 0 |
_uhttps://go.openathens.net/redirector/universidadeuropea.es?url=https://doi.org/10.1007/978-3-658-16926-8 _zAcceso a este recurso digital (usuarios Universidad Europea de Madrid) |
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_2lcc _cLE |
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_b05/2022 _dz _eu _zSI |
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