International Journal of Computer Games Technology / 2023 / Article / Tab 4 / 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.
Factor Gender Types of applications Types of activities Daily hours Knowledge of favorite app Discussion with child Avatars 1.77 0.184 2.01 1.890 2.08 0.456 0.69 0.626 7.51 <0.001 6.12 <0.01 Points 2.90 0.89 9.12 <0.01 5.09 <0.05 1.22 0.295 8.40 <0.05 2.15 0.117 Coins 4.97 0.26 2.12 0.162 3.12 0.123 8.90 <0.05 1.85 1.35 5.49 <0.01 Stars 0.22 0.633 1.34 0.215 1.45 0.243 2.15 0.059 7.57 <0.001 2.35 0.096 Levels of difficulty 11.51 <0.01 0.43 0.654 4.12 0.101 4.30 <0.01 6.07 <0.05 4.97 <0.01 Leader boards 2.05 0.153 2.76 0.213 2.39 0.159 0.76 0.580 5 <0.01 2.84 0.059 Rewards 2.80 0.095 3.15 0.09 4.01 0.122 1.72 0.129 2.32 0.07 6.28 <0.01 Schedule and countdown 0.134 0.714 2.14 0.121 3.23 0.321 0.20 0.959 1.52 0.208 2.18 0.114 Unexpected rewards 2.93 0.99 1.12 0.867 2.34 0.201 1.31 0.256 3.50 <0.05 6.56 <0.01 Interaction with others 2.47 0.117 5.13 <0.05 4.97 <0.05 4.30 <0.01 1.83 0.141 5.48 <0.01 Progress roadmap 0.006 9.38 3.14 0.124 2.98 0.202 2.99 <0.05 4.70 <0.01 8.78 <0.001 Feedback 1.57 0.210 9.12 <0.01 7.22 <0.05 0.99 0.440 1.85 0.137 7.12 <0.01