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研究生: 陳致穎
Chen, Chin-Ying
論文名稱: 遊戲化設計應用於線上問卷-以五大人格特質問卷為例
Gamification design applied to online questionnaire: The Case of Big Five personality traits
指導教授: 陳璽任
Chen, Hsi-Jen
學位類別: 碩士
Master
系所名稱: 規劃與設計學院 - 工業設計學系
Department of Industrial Design
論文出版年: 2023
畢業學年度: 111
語文別: 英文
論文頁數: 52
中文關鍵詞: 遊戲化線上問卷五大人格內在動機
外文關鍵詞: Gamification, Online Questionnaire, Big Five, Intrinsic Motivation
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  • 線上問卷調查是現今各領域中均會使用的工具,常用於量化人們的主觀體驗、態度或觀點等。然而,過去研究指出問卷調查存在著一些潛在問題,例如當人們缺乏內在動機填寫問卷時,會產生如隨機回答、回應不夠努力等現象。
    為了改善這個現象,許多研究試圖透過遊戲化設計的方式結合問卷設計,例如將自我報告的問題轉化成遊戲形式等。然而,文獻回顧發現過去的研究較少涉及遊戲化設計加入後是否會影響填答結果的相關研究。
    因此,我們在不改變問卷題目和量表的情況下,將遊戲化元素融入線上問卷設計中,並以以五大人格問卷 IPIP 50 為媒介,創造出遊戲化版本的五大人格問卷。來進行同一參與者之填答結果一致性以及內在動機之比較。
    結果發現,遊戲化加入後,增加了人們填答問卷時的內在動機,增加了興趣與享受程度,且減少了壓力及緊張程度,不過也發現到遊戲化加入後有可能會使填答結果產生變化。因此,本研究認為,遊戲化能夠提升參與者的內在動機,不過當問卷需要提供準確數值時,可能不適合放入遊戲化內容。並且未來在設計遊戲化類型的問卷時,需要且謹慎考慮遊戲化元素數量的使用,在遊戲化帶來的刺激與問卷的有效性進行平衡。

    Online questionnaire surveys are widely used tools across various fields today. They are commonly employed to quantify individuals' subjective experiences, attitudes, or perspectives. However, previous studies have indicated the existence of some potential issues with questionnaire surveys. For example, when individuals lack intrinsic motivation to complete the questionnaires, it can result in phenomena such as random responses or insufficient effort in their responses.
    To address this issue, many studies have attempted to integrate gamification design into questionnaire surveys as a way to improve the situation. However, literature reviews have found that there is a scarcity of research examining whether the adding of gamification design in questionnaires affects the responses provided by individuals.Therefore, without changing the questionnaire items and scales, we incorporated gamification elements into the design of online questionnaires. Using the IPIP-50, Big Five personality questionnaire, as a medium, we created a gamified version of the Big Five personality questionnaire. The results revealed that the adding of gamification increased the intrinsic motivation of individuals when filling out the questionnaire. It enhanced their interest and enjoyment while reducing stress and anxiety levels. However, it was also observed that the adding of gamification could potentially lead to variations in the responses provided.
    Therefore, this study suggests that gamification can enhance participants' intrinsic motivation. However, when the questionnaire requires individuals to provide accurate data, it may not be suitable to incorporate gamified elements. Furthermore, in future designs of gamified questionnaires, careful consideration should be given to the quantity of gamification elements used. It is important to strike a balance between the stimulation brought by gamification and the effectiveness of the questionnaire.

    摘要 i SUMMARY ii TABLE OF CONTENTS iii LIST OF TABLES v LIST OF FIGURE vi CHAPTER 1 INTRODUCTION 1 1.1 Research Background 1 1.2 Research Purposes 2 1.3 Research Scope And Limitations 2 1.4 Research Framework 3 CHAPTER 2 LITERATURE REVIEW 4 2.1 Methods And Challenges Of Online Questionnaire Survey 4 2.1.1 Method Of The Big Five Personality Questionnaire 4 2.1.2 Challenges of Questionnaire 5 2.2 The Big Five 6 2.2.1 The Big Five Personality Trait Theories 6 2.2.2 Stability of the Big Five 7 2.3 Introduction To Gamification Design 8 2.3.1 Methods and Strategies of Gamification Design 8 2.3.2 Black Hat vs. White Hat 11 2.3.3 Common Gamification Design Elements 11 2.3.4 Testing Tools For Gamification Design 12 2.4 Gamification Design Applied To Online Questionnaire 12 2.4.1 Gamification Design Applied to Online Questionnaire 12 2.4.2 Gamification Design Applied to Psychometric Measurement 13 2.4.3 Gamification Design Applied To Personality Traits Questionnaires 13 2.5 Summary 14 CHAPTER 3 RESEARCH DESIGN AND METHODS 17 3.1 Experiment Planning 17 3.2 Arrangement of the number of experiments 22 3.3 Experimental Tool 23 3.4 Data Analysis 23 CHAPTER 4 Pretest and formal experiment 25 4.1 Game Design Process 25 4.2 Pretest Experiment Design 26 4.2.1 Treasure Rewards 26 4.2.2 Progress bar and Weaponry 28 4.3 Results of Pretest 30 4.3.1 Consistency of Response Results 31 4.3.2 Result of intrinsic motivation 32 4.4 Summary of Pretest 33 4.5 Formal Experiment Design 33 4.5.1 Storys 34 4.5.2 Progress bar 34 4.5.3 Treasure rewards 35 4.5.4 Feedback Cards 37 4.5.5 Monster Levels 37 4.5.6 Weaponry 38 4.6 Result of Formal Experiment 39 4.6.1 Consistency of Response Results 39 4.6.2 Result of intrinsic motivation 40 4.7 Results of Formal Experiment 41 CHAPTER 5 DISSCUSSION 43 5.1 Consistency of Response Results 43 5.2 Result of intrinsic motivation 44 CHAPTER 6 CONCLUSION 46 6.1 Conclusion 46 6.2 Future Development And Suggestions 46 REFERENCES 48

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