遇见数据集

User Experience with Game-Based and Leaflet-Based Tourism Information Interface Design (TIGID) Dataset

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Mendeley Data2026-09-08 收录
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[Dataset Description] This dataset was collected through a randomized between-subjects experiment investigating how tourism information interfaces influence information acquisition, cognitive and affective experience, usability, and continuance intention. The study compared two conditions: a conventional paper-based tourism leaflet and an interactive game-based tourism information system. A total of 60 participants in their 20s were randomly assigned to the two conditions, with 30 participants in each condition. Both conditions provided the same tourism information about Wanju, South Korea, while differing in the medium and interaction method. The leaflet-based condition presented information through a conventional printed format. The game-based condition transformed the same information into an interactive exploratory experience in which users navigated a virtual environment, interacted with non-player characters (NPCs), and accessed tourism information while progressing through the content. The information sequence was kept consistent with the leaflet while allowing users to actively navigate the virtual space. Before the experiment, participants completed a questionnaire assessing prior awareness of Wanju, familiarity with its tourist attractions, intention to visit, tourism information-search behavior, and previous experience with interactive content. After experiencing their assigned condition, participants completed a 20-item multiple-choice knowledge assessment, consisting of 10 conceptual-understanding items and 10 applied-understanding items. The conceptual items assessed comprehension of the presented tourism information, while the applied items assessed participants’ ability to connect the information with practical tourism situations. User experience was assessed across Cognitive Load (CL), Cognitive Flow (CF), Affective Flow (AF), Relevance/Cognitive Benefit (RQ), Accessibility/Usability (AU), Learnability (LE), and Continuance Intention (CU). The dataset also includes open-ended responses concerning perceived advantages, disadvantages, and suggestions for improving the tourism information interface. These responses capture experiences related to information organization, readability, visual presentation, interaction, navigation, engagement, information recall, and game-based exploration. Overall, the dataset enables comparison of leaflet-based and game-based tourism information design while maintaining equivalent informational content across conditions. It may support research on tourism information design, interactive tourism systems, gamification, user experience, information comprehension, cognitive and affective flow, learnability, and digital tourism experiences. Keywords: Tourism Information; Tourism Information Design; Game-Based Content; Interactive Tourism; User Experience; Gamification

[数据集描述] 本数据集源自一项随机被试间实验(randomized between-subjects experiment),旨在探究旅游信息界面如何影响信息获取、认知与情感体验、可用性及持续使用意向。本研究对比了两种实验条件:传统纸质旅游手册与基于游戏的交互式旅游信息系统。共计60名20多岁的参与者被随机分配至两组,每组各30人。 两组所提供的韩国完州(Wanju)旅游信息内容完全一致,仅在媒介与交互方式上存在差异。纸质手册组采用传统印刷形式呈现信息;而游戏化组则将相同信息转化为交互式探索体验,用户可在其中漫游虚拟环境、与非玩家角色(Non-Player Characters, NPC)互动,并在推进内容的过程中获取旅游信息,信息序列与纸质手册保持一致,但允许用户主动探索虚拟空间。 实验前,参与者需完成一份问卷,用以评估其对完州的先前认知、对当地旅游景点的熟悉程度、旅游意向、旅游信息搜索行为,以及此前接触交互式内容的经历。在体验完分配的实验条件后,参与者需完成一项包含20道题的多项选择知识测试,其中10道为概念理解题,10道为应用理解题:概念题用于评估参与者对所呈现旅游信息的理解程度,应用题则用于考察其将信息与实际旅游场景相结合的能力。 用户体验的评估维度涵盖认知负荷(Cognitive Load, CL)、认知流畅感(Cognitive Flow, CF)、情感流畅感(Affective Flow, AF)、相关性/认知收益(Relevance/Cognitive Benefit, RQ)、易用性/可用性(Accessibility/Usability, AU)、易学性(Learnability, LE)以及持续使用意向(Continuance Intention, CU)。本数据集还包含关于旅游信息界面的感知优势、劣势及改进建议的开放式回复,这些回复涵盖了信息组织、可读性、视觉呈现、交互、导航、沉浸感、信息回忆以及基于游戏的探索等相关体验。 总体而言,本数据集可在保证各组信息内容等效的前提下,对比基于手册与基于游戏的旅游信息设计方案,可为旅游信息设计、交互式旅游系统、游戏化(gamification)、用户体验、信息理解、认知与情感流畅感、易学性以及数字化旅游体验等相关研究提供支撑。 关键词:旅游信息;旅游信息设计;基于游戏的内容;交互式旅游;用户体验;游戏化(gamification)

创建时间:
2026-08-19
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