研究生: |
劉詩瑜 Shih-Yu Liu |
---|---|
論文名稱: |
遊戲化元素激勵青少年閱讀行為、動機與滿意度之研究 —以閱讀平台為例 Gamification Elements for Enhancing Adolesence in Reading Behavior, Motivation and Satisfaction- A Case of a Reading Platform |
指導教授: |
董芳武
Fang-Wu Tung |
口試委員: |
王則眾
Che-Chung Wang 唐玄輝 Hsien-Hui Tang |
學位類別: |
碩士 Master |
系所名稱: |
設計學院 - 設計系 Department of Design |
論文出版年: | 2019 |
畢業學年度: | 107 |
語文別: | 中文 |
論文頁數: | 119 |
中文關鍵詞: | 遊戲化元素 、青少年 、閱讀行為 、動機 、滿意度 、趣味感知 |
外文關鍵詞: | Gamification Elements, Adolesence, Reading Behavior, Motivation, Satisfaction, Fun |
相關次數: | 點閱:308 下載:0 |
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隨著網路的普及,青少年獲取資訊的主要管道來自網路,但網路的演算機制導致在獲取資訊時會呈現個人偏好的資訊,易造成資訊的偏食行為,但對青少年來說,廣泛的閱讀各方面的資訊獲取更廣的知識,是造就自我價值與競爭力的關鍵,為了鼓勵青少年族群閱讀更多領域的文章,增加資訊的廣度並培養閱讀習慣,本研究以遊戲化作為激勵的方法,以閱讀平台為例,探討遊戲化設計對閱讀行為、動機與滿意度的影響。透過三種遊戲化元素:角色、排行榜、徽章,融入其特性與獎勵機制至閱讀平台,藉以了解不同遊戲化元素機制刺激青少年閱讀的成效與在不同遊戲元素下能刺激何種趣味感知,從研究中探討遊戲化如何激勵行為改變與動機的提升。
本研究設計四種閱讀平台之實驗模型,包括三種遊戲化元素實驗模型與一種無遊戲化實驗模型做為控制組。本研究招募了154名受測者參與實驗,透過後台數據與線上問卷進行統計分析,數據分析結果顯示:(1)使用遊戲化設計對閱讀時間和廣度有顯著影響,遊戲化設計可以幫助青少年更有專注力,並且在角色與排行榜機制的影響下,受測者願意閱讀更多額外的文章、(2)遊戲化設計在外在目標導向與任務價值構面有顯著影響,並且角色的機制是最能刺激外在動機的、(3)遊戲化設計對於滿意度有顯著影響、(4)遊戲化設計比非遊戲化設計閱讀平台更有趣,遊戲化設計可以促進青少年的閱讀習慣,且角色與排行榜得到了更高的評價。
With the popularity of the Internet, the main channel for young people to obtain information comes from the Internet. However, the internet algorithm leads people to access information according to their preferences, resulting in unbalanced reading problems, particularly in teenagers. It is important for teenagers to maintain balanced reading behaviors. Thus, this study uses gamification elements as an incentive to encourage teenagers to read a wide range of articles and cultivate reading habits via the internet. A reading platform was to developed to investigate the impact of gamification design on teenagers’ reading behavior, motivation and satisfaction. Three gamification elements, leaderboard, badge, and avatar, were adopted to design the reading platform and the effects of the three gamification elements were further explored.
This study designed four reading platform as experimental models, includes three gamification elements experimental conditions and a non-gaming experimental condition as a control group. This study recruited 154 subjects to participated in the study. Statistical analysis was performed to analyze the background data and questionnaire data. The results of data analysis indicate that: (1) The use of gamification elements has significant effects on reading time. The gamification design can enable adolescents to be more focused and subjects would read additional articles in the avatar and leaderboard conditions. (2) Gamification design has a significant effect on extrinsic goal orientation and task value, and the avatar is the most powerful mechanic to enhancing extrinsic motivation. (3) Gamification design has a significant effect on satisfaction. (4) Gamification design is rated more fun than non-gamification design for the reading platform. The gamification design can promote the reading habits of teenagers, and the avatar and leaderboard received higher evaluation in satisfaction and feedback.
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