Psychological tasks are used for assessment, induction, and treatment in both research and therapeutic contexts. Adding game-elements (e.g., leaderboards, premise, or points) could be beneficial for participant motivation; however, it has been argued that the value of gamification could come at a cost to experience or reliability of the task. We replicated four psychological tasks and added premise and backstory to investigate the effect of gamification on task performance and player experience. Our results show that adding game elements has the potential to negatively influence both player experience and performance. Author Keywords gamification; psychology; performance task; cognitio
The literature on serious games and gamification suggests that game elements have a positive influen...
Background: There has been a growing interest in the application of gamification (ie, the use of gam...
Background: There has been a growing interest in the application of gamification (ie, the use of gam...
Gamification is the application of game elements to non-game environments (Deterding, 2012), and is ...
This article experimentally dissociates the psychological impact of framing versus game mechanics, w...
This article experimentally dissociates the psychological impact of framing versus game mechanics, w...
The main aim of gamification, i.e. the implementation of game design elements in real-world contexts...
Games are characterized above all by the fact that players naturally show a very high willingness to...
Existing scholarship of gamification has covered the effectiveness of different types of game design...
peer reviewedBackground: There has been a growing interest in the application of gamification (ie, t...
Research on instructional design provides inconsistent results on the use of game elements in cognit...
Research on the effectiveness of gamification has proliferated over the last few years, but the unde...
ReviewBackground: Cognitive tasks are typically viewed as effortful, frustrating and repetitive, whi...
The utilization of game elements in a non-game context is currently used in a vast range of differen...
Background: Cognitive tasks are typically viewed as effortful, frustrating, and repetitive, which of...
The literature on serious games and gamification suggests that game elements have a positive influen...
Background: There has been a growing interest in the application of gamification (ie, the use of gam...
Background: There has been a growing interest in the application of gamification (ie, the use of gam...
Gamification is the application of game elements to non-game environments (Deterding, 2012), and is ...
This article experimentally dissociates the psychological impact of framing versus game mechanics, w...
This article experimentally dissociates the psychological impact of framing versus game mechanics, w...
The main aim of gamification, i.e. the implementation of game design elements in real-world contexts...
Games are characterized above all by the fact that players naturally show a very high willingness to...
Existing scholarship of gamification has covered the effectiveness of different types of game design...
peer reviewedBackground: There has been a growing interest in the application of gamification (ie, t...
Research on instructional design provides inconsistent results on the use of game elements in cognit...
Research on the effectiveness of gamification has proliferated over the last few years, but the unde...
ReviewBackground: Cognitive tasks are typically viewed as effortful, frustrating and repetitive, whi...
The utilization of game elements in a non-game context is currently used in a vast range of differen...
Background: Cognitive tasks are typically viewed as effortful, frustrating, and repetitive, which of...
The literature on serious games and gamification suggests that game elements have a positive influen...
Background: There has been a growing interest in the application of gamification (ie, the use of gam...
Background: There has been a growing interest in the application of gamification (ie, the use of gam...