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The use of video game achievements to enhance player performance, self-efficacy, and motivation
- Date Issued:
- 2011
- Abstract/Description:
- A taxonomy of achievement design features that exist currently in video game systems was created in order to evaluate the current the state of the art in achievement design. From the taxonomy of design features multiple mechanisms of action that influence player behavior were identified. These mechanisms lead to a predictive model that can guide the designs of achievements in order to improve performance, self-efficacy and motivation in players.Expected, unexpected, and incremental achievements were tested. Notifications occurring before and after earning an achievement were also tested. In addition to testing individual mechanisms of action a (")combined achievement(") was created with multiple mechanisms added that were hand-picked. For testing purposes the model was applied to achievements that were inserted into an instructional game. The results of the study revealed that individual mechanisms of action had little effect on players while multiple mechanisms in a combined achievement caused significant improvements in several categories. The limitations of the current study, as well as, plans for future study are also discussed.
Title: | The use of video game achievements to enhance player performance, self-efficacy, and motivation. |
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29 downloads |
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Name(s): |
Blair, Lucas, Author Bowers, Clint, Committee Chair Cannon-Bowers, Janis, Committee Member McDaniel, Rudy, Committee Member Kincaid, John, Committee Member University of Central Florida, Degree Grantor |
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Type of Resource: | text | |
Date Issued: | 2011 | |
Publisher: | University of Central Florida | |
Language(s): | English | |
Abstract/Description: | A taxonomy of achievement design features that exist currently in video game systems was created in order to evaluate the current the state of the art in achievement design. From the taxonomy of design features multiple mechanisms of action that influence player behavior were identified. These mechanisms lead to a predictive model that can guide the designs of achievements in order to improve performance, self-efficacy and motivation in players.Expected, unexpected, and incremental achievements were tested. Notifications occurring before and after earning an achievement were also tested. In addition to testing individual mechanisms of action a (")combined achievement(") was created with multiple mechanisms added that were hand-picked. For testing purposes the model was applied to achievements that were inserted into an instructional game. The results of the study revealed that individual mechanisms of action had little effect on players while multiple mechanisms in a combined achievement caused significant improvements in several categories. The limitations of the current study, as well as, plans for future study are also discussed. | |
Identifier: | CFE0004471 (IID), ucf:49297 (fedora) | |
Note(s): |
2011-12-01 Ph.D. Sciences, Psychology Doctoral This record was generated from author submitted information. |
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Subject(s): | Game design -- achievement -- performance -- learning -- motivation | |
Persistent Link to This Record: | http://purl.flvc.org/ucf/fd/CFE0004471 | |
Restrictions on Access: | campus 2013-06-15 | |
Host Institution: | UCF |