logo

EbookBell.com

Most ebook files are in PDF format, so you can easily read them using various software such as Foxit Reader or directly on the Google Chrome browser.
Some ebook files are released by publishers in other formats such as .awz, .mobi, .epub, .fb2, etc. You may need to install specific software to read these formats on mobile/PC, such as Calibre.

Please read the tutorial at this link:  https://ebookbell.com/faq 


We offer FREE conversion to the popular formats you request; however, this may take some time. Therefore, right after payment, please email us, and we will try to provide the service as quickly as possible.


For some exceptional file formats or broken links (if any), please refrain from opening any disputes. Instead, email us first, and we will try to assist within a maximum of 6 hours.

EbookBell Team

The Effects Of Framing In Gamification A Study Of Failure 1st Edition Florian Brhlmann Auth

  • SKU: BELL-5740658
The Effects Of Framing In Gamification A Study Of Failure 1st Edition Florian Brhlmann Auth
$ 31.00 $ 45.00 (-31%)

5.0

40 reviews

The Effects Of Framing In Gamification A Study Of Failure 1st Edition Florian Brhlmann Auth instant download after payment.

Publisher: Springer
File Extension: PDF
File size: 1.55 MB
Pages: 77
Author: Florian Brühlmann (auth.)
ISBN: 9783658169251, 9783658169268, 3658169257, 3658169265
Language: English
Year: 2016
Edition: 1

Product desciption

The Effects Of Framing In Gamification A Study Of Failure 1st Edition Florian Brhlmann Auth by Florian Brühlmann (auth.) 9783658169251, 9783658169268, 3658169257, 3658169265 instant download after payment.

The author shows that – contradicting the findings of Lieberoth (2015) – simply framing an activity as a game does not increase intrinsic motivation of the participants in a difficult puzzle task. Moreover, for participants who failed at the puzzle, it does not make any difference in terms of intrinsic motivation whether it was framed as a task, a meaningful task, a game or a test of cognitive abilities. However, perceived value of the activity and satisfaction of the need for autonomy were identified as significant predictors for completing additional rounds of the task. This lends support for the importance of the voluntariness and meaningfulness of the task to keep people engaged in gamification.

Related Products