Research Article

Can We Enhance Respectful Behaviors toward Parents with Gamification? An Observational Study of Gamification Elements and Child Attitudes toward Parents

Table 4

ANOVA tests for gamification elements.

FactorGenderTypes of applicationsTypes of activitiesDaily hoursKnowledge of favorite appDiscussion with child

Avatars1.770.1842.011.8902.080.4560.690.6267.51<0.0016.12<0.01
Points2.900.899.12<0.015.09<0.051.220.2958.40<0.052.150.117
Coins4.970.262.120.1623.120.1238.90<0.051.851.355.49<0.01
Stars0.220.6331.340.2151.450.2432.150.0597.57<0.0012.350.096
Levels of difficulty11.51<0.010.430.6544.120.1014.30<0.016.07<0.054.97<0.01
Leader boards2.050.1532.760.2132.390.1590.760.5805<0.012.840.059
Rewards2.800.0953.150.094.010.1221.720.1292.320.076.28<0.01
Schedule and countdown0.1340.7142.140.1213.230.3210.200.9591.520.2082.180.114
Unexpected rewards2.930.991.120.8672.340.2011.310.2563.50<0.056.56<0.01
Interaction with others2.470.1175.13<0.054.97<0.054.30<0.011.830.1415.48<0.01
Progress roadmap0.0069.383.140.1242.980.2022.99<0.054.70<0.018.78<0.001
Feedback1.570.2109.12<0.017.22<0.050.990.4401.850.1377.12<0.01