Developing and evaluating a gamified information retrieval system for Generation Z

被引:0
|
作者
Li, Yuelin [1 ]
He, Pengfei [2 ]
Yuan, Xiaojun [3 ]
Hopfgartner, Frank [4 ]
机构
[1] Nankai Univ, Business Sch, Dept Informat Resources Management, 94 Weijin Rd, Tianjin 300071, Peoples R China
[2] Nanchang Univ, Sch Publ Policy & Adm, Dept Informat Management, 999 Xuefu Ave, Nanchang 330031, Peoples R China
[3] SUNY Albany, Coll Emergency Preparedness Homeland Secur & Cyber, 1400 Washington Ave, Albany, NY 12222 USA
[4] Univ Koblenz, Inst Web Sci & Technol, Postfach 201 602, D-56016 Koblenz, Germany
关键词
Information retrieval; Interface design; User preferences; Gamification; Generation Z; TECHNOLOGY ACCEPTANCE MODEL; USER ACCEPTANCE; GAMIFICATION; ENGAGEMENT; FRAMEWORK;
D O I
10.1016/j.lisr.2023.101270
中图分类号
G25 [图书馆学、图书馆事业]; G35 [情报学、情报工作];
学科分类号
1205 ; 120501 ;
摘要
Gamification has proven to be useful in promoting engagement and performance in different domains. However, little research has been done to examine whether it is also useful for users in the context of information retrieval (IR). A gamified IR system (GIRS) prototype was developed and user study based on a lab-based quasi-experiment was conducted with Generation Z users to evaluate usability, interface design, and the factors that affected their evaluation and acceptance of the system. Fifty-eight participants completed three tasks, by which they went through different game elements embedded in the GIRS and finished the evaluation. Results indicate that Generation Z users prefer to adopt a GIRS embedded game elements they prefer. The gamified interface is useful, easy to use, easy to learn and satisfactory. The study developed a theoretical model to describe users' willingness to adopt a GIRS; gamification fulfillment and function practicability significantly shape users' willingness to accept the system. The findings demonstrated that incorporating game elements users prefer to use into IR system interface design is promising.
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页数:11
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