To Click, or Not to Click? Perfectionism and the Association of Gender and Competitiveness on Game-Point Monitoring

被引:0
|
作者
Šárka Portešová
Michal Jabůrek
Karel Rečka
Ondřej Straka
Wayne D. Parker
机构
[1] Masaryk University,The Institute for Research On Children, Youth and Family
[2] Phoenix Philanthropy Group,undefined
来源
关键词
Gamification; Gender; Points; Perfectionism; High ability; Logic game;
D O I
暂无
中图分类号
学科分类号
摘要
New game technologies seem to permeate every area of daily life. Therefore, it is not surprising that, in addition to the incorporation of entertaining gaming features into otherwise dull or tedious activities, the positive influence of user experience and user engagement has also been on the rise in recent years. It is all part of gamification. Individual differences in response to gamification deserve attention. Specifically, the objective of this experimental study was to investigate how perfectionism and gender affect behavior under two conditions—free play and competition—during a logic video game played by 155 gifted high school students. Game points monitoring frequency (GPMF) and game completion time (GCT) were measured. Functional perfectionists showed significantly higher GPMF than dysfunctional perfectionists. Furthermore, the competitive condition increased GPMF significantly more in functional perfectionists (compared to dysfunctional perfectionists) and girls tended to show higher GCT across the conditions. The results indicate that, in a competitive environment, the effectiveness of employing points for feedback is influenced by both a perfectionistic personality style and gender. Our study supports the notion that gamification elements can affect individuals differently, supporting the motivation of some students, yet being ignored by others.
引用
收藏
页码:1841 / 1870
页数:29
相关论文
共 2 条
  • [1] To Click, or Not to Click? Perfectionism and the Association of Gender and Competitiveness on Game-Point Monitoring
    Portesova, Sarka
    Jaburek, Michal
    Recka, Karel
    Straka, Ondrej
    Parker, Wayne D.
    TECHNOLOGY KNOWLEDGE AND LEARNING, 2023, 28 (04) : 1841 - 1870
  • [2] Digital Detectives: A Serious Point-and-Click Game for Digital Forensics
    Friedl, Sabrina
    Reittinger, Tobias
    Pernul, Guenther
    INFORMATION SECURITY EDUCATION-CHALLENGES IN THE DIGITAL AGE, WISE 2024, 2024, 707 : 129 - 145