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
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