当前位置: X-MOL 学术Aslib Journal of Information Management › 论文详情
Our official English website, www.x-mol.net, welcomes your feedback! (Note: you will need to create a separate account there.)
Gamification effects on users' motivation to contribute knowledge in a Portuguese Q&A community
Aslib Journal of Information Management ( IF 2.6 ) Pub Date : 2021-07-13 , DOI: 10.1108/ajim-10-2020-0340
Isabel Oliveira Jordao do Amaral 1 , Minhyung Kang 2
Affiliation  

Purpose

This research investigates the detailed mechanisms of how gamification affordances influence intrinsic and internalized extrinsic motivation and ultimately improve the quality and quantity of knowledge contribution.

Design/methodology/approach

Survey responses from 154 users of Stack Overflow in Portuguese were analyzed by the partial least squares–structural equation modeling approach to validate the research model.

Findings

Challenge and goal setting influence individuals to reach the flow state, which increases the quantity of knowledge contribution. Rewards enhance the quality of knowledge contribution through perceived self-worth. Social comparison increases perceived reputation, but its impact does not ultimately lead to knowledge contribution.

Originality/value

The current study differentiated types of motivation and dimensions of knowledge contribution when exploring the effects of gamification affordances. This perspective was proven helpful to understand the various gamification affordances' influence on knowledge contribution.



中文翻译:

游戏化对用户在葡萄牙问答社区贡献知识的动机的影响

目的

这项研究调查了游戏化可供性如何影响内在和内在的外在动机并最终提高知识贡献的质量和数量的详细机制。

设计/方法/方法

来自 154 位葡萄牙语 Stack Overflow 用户的调查反馈通过偏最小二乘-结构方程建模方法进行分析,以验证研究模型。

发现

挑战和目标设定影响个体达到心流状态,从而增加知识贡献量。奖励通过感知自我价值来提高知识贡献的质量。社会比较增加了感知声誉,但其影响最终不会导致知识贡献。

原创性/价值

当前的研究在探索游戏化可供性的影响时区分了动机类型和知识贡献维度。事实证明,这种观点有助于理解各种游戏化可供性对知识贡献的影响。

更新日期:2021-07-16
down
wechat
bug