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In recent years, augmented reality games (ARGs) such as Pokémon Go have become increasingly popular. These games not only afford a novel gaming experience but also have the potential to alter how players view their physical realities. In addition to the common experiences and gratifications people derive from games, (location-based) ARGs can afford, for example outdoor adventures, communal activities, and health benefits, but also create problems stemming from, for example privacy concerns and poor usability. This raises some important research questions as to what drives people to use these new applications, and why they may be willing to spend money on the content sold within them. In this study, we investigate the various gratifications people derive from ARGs (Pokémon Go) and the relationship of these gratifications with the players’ intentions to continue playing and spending money on them. We employ data drawn from players of Pokémon Go (N = 1190) gathered through an online survey. The results indicate that game enjoyment, outdoor activity, ease of use, challenge, and nostalgia are positively associated with intentions to reuse (ITR), meanwhile outdoor activity, challenge, competition, socializing, nostalgia and ITR are associated with in-app purchase intentions (IPI). In contrast with our expectations, privacy concerns or trendiness were not associated with reuse intentions or IPI.  相似文献   
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Even using simple techniques like taking the stairs, many individuals struggle to maintain the motivation to be physically active. Health gamification systems can aid this goal by providing points earned through exercise that are redeemable for tangible extrinsic rewards. Using self-determination theory, we conduct research on one such system and investigate rewards’ effectiveness to promote exercise considering reward value, redemption frequency patterns, and fitness levels. We find that rewards do significantly increase activity levels, and this effect is larger for advanced users who redeem multiple times for higher value rewards. We close by offering future research avenues and advice to optimize reward portfolios.  相似文献   
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游戏化思维下H5新闻类产品设计研究   总被引:1,自引:1,他引:0  
袁恩培  张迪 《包装工程》2018,39(16):142-148
目的 H5交互新闻产品作为媒介融合下一种新的内容叙事方式,旨在为设计良好用户体验的H5新闻产品提供新的思路和策略。方法从逻辑层、感官层、知觉层3个维度,探讨H5新闻产品设计过程中用户体验设计的表和里,内容上以大量H5新闻产品为例,提出了游戏化思维理论在"非游戏"领域,即H5新闻中的具体设计运用。结论在移动互联网时代,"游戏化思维"服务于H5新闻报道,能够激发读者的阅读兴趣,建立更丰富流畅的内容和视觉体验。  相似文献   
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Gamification—the use of game elements in non-game contexts—is gaining interest among researchers and practitioners. How gamification enhances user engagement, though, remains unclear, largely due to the lack of a theoretical framework. To narrow the theory gap, this study develops a theoretical model, which draws on cognitive evaluation theory to explain the effects of game dynamics on user engagement, and tests it using data collected from 164 users of a gamified information system. The results reveal that gamification enhances user engagement through the mediation of psychological needs satisfaction (autonomy, competence, and relatedness) between game dynamics and enjoyment. The results suggest that gamification should go beyond merely providing fun and enjoyment; gamification should also generate diverse game dynamics, such as rewards, competition, altruism, and self-expression in a way that helps people to satisfy their psychological needs. The study contributes to a more nuanced understanding of the success of gamification.  相似文献   
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刘敏洋  蔡嘉辉 《包装工程》2022,43(16):116-121
目的 探索面向装备制造业新生代员工的游戏化管理交互设计策略,为该行业的人力资源培养及管理提出优化建议,并助力我国制造业的创新转型。方法 通过梳理装备制造业信息化管理发展趋势,结合游戏化设计这一创新视角,分析并提炼已成为职场主力军的新生代员工在装备制造行业的职业特征与发展需求,提出合理的游戏化管理策略,并基于该策略进行相应的交互设计实践。结论 装备制造业新生代员工普遍具有“以兴趣为导向的工作价值取向、偏爱创新享乐的工作体验、追求可见可攀的发展路径”等职业特征。通过竞争、挑战、反馈等游戏机制进行游戏化管理交互设计,不仅可以迎合该类员工的职业特征,更为提升员工的工作动机、专业技能以及创新能力等提供了全新思路与设计参考。  相似文献   
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律睿慜  杨帆  陆菁  陈伟 《计算机应用》2019,39(8):2456-2461
当前的研究普遍关注于运用游戏化来提高学习的参与度,但对于色彩教育这样的特定领域的游戏化研究还不充分,而且缺少对游戏化要素及学习效果影响因素的分析。针对这一问题,设计了一款用于训练色彩辨识能力的游戏模型。首先设计了核心玩法相同、但交互方式不同的两种玩法;然后在这两种玩法中都加入了相同的虚拟奖励;最后分别比较在有或无虚拟奖励的情况下两种玩法对训练效果的影响,以及在相同玩法下有无虚拟奖励对训练效果的影响。结果显示,玩法设计影响学习效率,而虚拟奖励显著影响参与度。  相似文献   
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杨明衡  姚洁  肖韬 《包装工程》2021,42(24):198-206
目的 结合PBL游戏化模型和自我决定理论,通过实证研究来探索游戏化设计对大学生运动动机的促进作用和影响途径。方法 基于实验设计的方法,在大学体育课堂实施PBL游戏化设计干预之后,比较实验组与对照组在运动动机各项指标上的变化差异,量化评估游戏化设计的积极作用。在此基础上总结游戏化设计的指导原则,提出相关产品的设计优化方案。结果 经过历时16周的游戏化设计干预,实验组在运动自主动机和基本心理需要方面均有显著提高,对照组则无明显进步。结论 PBL游戏化设计有效促进了运动动机,为大学生养成良好的运动习惯打下了重要的基础。进一步优化的游戏化产品可以在课堂内外帮助培养学生长期的运动自主动机,通过线上线下结合的方式来促进可持续运动行为。  相似文献   
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