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时下诸如Nike+之类的App和腕带产品风靡一时,吸引了大量人群加入健身并向朋友分享锻炼路线和成果的队伍。这其实是游戏化的典型代表——利用用户的运动精神和好胜心理,对跑友进行激励。不论工作还是生活,总有难以坚持和严肃乏味的一面。将其游戏化,通过对行为的迅速反馈,帮助人们逐渐改变原有的行为模式,同时建立同伴督促。这实际是一种更有效、更低成本的激励制度,也更能满足年轻人的社
Nowadays, app and wristband products such as Nike + are all the rage, attracting a large number of people to join the fitness and share with their friends the team of exercise routes and achievements. This is actually a typical representative of gamification - using the user’s athleticism and victories, to inspire runners. Regardless of work or life, there are always difficult to adhere to and serious boring side. Gamification will be used to help people to gradually change their original behavior patterns through prompt feedback on behaviors and establish peer supervision. This is actually a more effective and lower-cost incentive system, but also to better meet the young people’s society