Driving User Engagement through Gamification: An Empirical Design of Public Cultural Cloud Platform
Discuss this preprint
Start a discussion What are Sciety discussions?Listed in
This article is not in any list yet, why not save it to one of your lists.Abstract
Under the background of digital transformation in public cultural services, this study explores the integration of the gamification design concept into the National Public Cultural Cloud Platform to enhance user participation and engagement. Based on the Octalysis framework and Kano model, our previous research summarized five design dimensions and identified 23 key design factors and their optimization priorities. This study conducts UI design for the overall interface of the National Public Culture Cloud Platform, and constructs a structural equation model to explore whether gamification elements have high applicability and effectiveness in actual use. Subsequently, fuzzy-set Qualitative Comparative Analysis is employed to identify the configuration relationships affecting actual use of the gamified Public Cultural Cloud Platform. The results indicate that core gamification elements can significantly improve user satisfaction and usage intention, while attractive gamification design may generate cognitive load and have negative effects. User behavior is jointly influenced by gamification design, user perceptions, and attitudes, forming three distinct configuration paths. It is recommended that subsequent optimization prioritize both foundational usability and gamification design to enhance platform effectiveness. The study integrates multidisciplinary methods, providing an innovative paradigm for the digitalization of public culture.