Skip to content
You are not logged in |Login  

LEADER 00000cam  2200481Ki 4500 
001    ocn969639929 
003    OCoLC 
005    20180621034108.0 
006    m     o  d         
007    cr |n|---||||| 
008    170121s2017    gw      o     000 0 eng d 
019    968508255 
020    9783658169268 
020    3658169265 
020    |z3658169257 
020    |z9783658169251 
035    (OCoLC)969639929|z(OCoLC)968508255 
040    EBLCP|beng|erda|epn|cEBLCP|dOCLCO|dYDX|dUAB|dOCLCQ|dSTF
       |dIOG|dJG0|dIAD|dJBG|dICW|dESU|dILO|dMERER|dOCLCQ|dICN
       |dOTZ|dIAS|dIDB|dU3W|dMERUC|dGBVCP|dOCLCQ|dCAUOI|dOCLCQ
       |dOH1|dSTJ 
049    STJJ 
050  4 GV1201.37 
050  4 BF1-990 
082 04 150 
099    WORLD WIDE WEB|aE-BOOK|aSPRINGER 
100 1  Brühlmann, Florian,|eauthor. 
245 14 The effects of framing in gamification :|ba study of 
       failure /|cFlorian Brühlmann ; Mit einem Geleitwort von 
       Prof. Dr. Klaus Opwis und Dr. Elisa Mekler. 
264  1 Wiesbaden :|bSpringer Fachmedien Wiesbaden,|c[2016] 
300    1 online resource (77 pages). 
336    text|btxt|2rdacontent 
337    computer|bc|2rdamedia 
338    online resource|bcr|2rdacarrier 
490 1  BestMasters 
520    The 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. 
588 0  Print version record. 
650  0 Motivation (Psychology)|xMethodology. 
650  0 Gamification. 
650  0 Cognitive psychology. 
655  0 Electronic books. 
776 08 |iPrint version:|aBrühlmann, Florian.|tEffects of Framing 
       in Gamification : A Study of Failure.|dWiesbaden : 
       Springer Fachmedien Wiesbaden, ©2017|z9783658169251 
830  0 BestMasters. 
994    C0|bSTJ 
Location Call No. Status
 University of Saint Joseph: Pope Pius XII Library - Internet  WORLD WIDE WEB E-BOOK SPRINGER    Downloadable
University of Saint Joseph patrons, please click here to access this SpringerLink resource