摘要: |
目的 研究不同的游戏化元素如何对跑步机用户的运动情感体验产生影响,明确产生的情感倾向。方法 通过整理分类跑步机界面常见的游戏化设计元素,选择其中4种典型游戏化设计元素进行实验设计。同时,以PAD情感模型为原型设计运动情感体验量表,并获得参与者在不同游戏化元素影响后的情感倾向,结合规定时间内的跑步距离结果进行综合评估,揭示跑步机界面中的不同游戏化元素的有效性。结果 数据显示,沉浸式导向的元素和社会导向的元素都能够有效降低无游戏化元素带来的“悲伤”与“焦虑”的负面情绪,而进度路径维度中的既定目标进度元素虽然对用户情感的影响有限,但在提升运动效率方面表现突出。结论 不同类型游戏化设计元素对跑步机用户运动过程引发的情感倾向存在显著差异。运动设备设计者应考虑引入奖励与反馈机制和具有社交属性的游戏化元素,以促进用户在运动过程中形成积极的情感体验,并提出相应设计策略,指导设计实践。此外,用户可以根据个人的运动需求,选择合适的游戏化运动模式。 |
关键词: 界面设计 游戏化 用户体验 PAD情感模型 |
DOI:10.19554/j.cnki.1001-3563.2025.10.011 |
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Influence of Gamification Elements on the Sports Emotional Experience of Treadmill Users |
PAN Jiahao, FU Rongrong
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(School of Art Design and Media, East China University of Science and Technology, Shanghai 200237, China)
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Abstract: |
The work aims to study how different gamification elements affect the emotional experience of treadmill users and make clear the emotional tendency. By sorting out the common gamification design elements of treadmill interface, four typical gamification design elements were selected for experimental design. At the same time, based on the PAD emotional model, a sports emotional experience scale was designed, and the emotional tendency of participants under the influence of different gamification elements was obtained. Combined with the running distance results in a specified time, a comprehensive evaluation was made to reveal the effectiveness of different gamification elements in the treadmill interface. The data showed that both immersion-oriented elements and social-oriented elements could effectively reduce the negative emotions of "sadness" and "anxiety" caused by non-gamification elements, while the established target progress elements in the progress path dimension limited influence on users' emotions, but they were outstanding in improving sports efficiency. Different types of gamification design elements have significant differences in the emotional tendency caused by treadmill users' exercise process. Sports equipment designers should consider introducing reward and feedback mechanism and gamification elements with social attributes to promote users to form positive emotional experience in the process of sports, and put forward corresponding design strategies to guide design practice. In addition, users can choose the appropriate gamification sports mode according to their individual sports needs. |
Key words: interface design gamification user experience PAD emotional model |