ABSTRACT
Gamification is the process of adding games or game-like elements to a non-game task in order to encourage participation and engagement [8]. Gamification, as a means of engaging consumers [6, 10, 16], has become more and more popular and implemented in a range of user-oriented applications. However studies have shown that it may not always have the type of impact as initially projected [12, 13]. Gamification yields different, sometimes contradictory, results with regard to the engagement outcomes. Researchers have argued that gamification is not always properly implemented and may not have consistent positive effects [14], as the reward mechanisms and intensified competition could create a controlling gaming environment that could dampen the intrinsic motivation of the participants [13]. Therefore, it is important for businesses and organizations to be able to gauge the impact of gamified interventions and evaluate return on investment.
- Christopher, M., Payne, A., and Ballantyne, D. 1991. Relationship marketing: bringing quality customer service and marketing together. Butterworth-Heinemann: Oxford, England.Google Scholar
- Crumlish, C., and Malone, E. (2009). Designing social interfaces: Principles, patterns, and practices for improving the user experience. O'Reilly Media, Inc.,: Sebastopol, CA.Google Scholar
- Deterding, S. 2011. Situated motivational affordances of game elements: A conceptual model. In Proceedings of Gamification: Using game design elements in non-gaming contexts. ACM Computer-Human Interaction {CHI}, Vancouver, British Columbia. Google ScholarDigital Library
- Farzan, R., DiMicco, J. M., Millen, D. R., Dugan, C., Geyer, W., and Brownholtz, E. A. 2008. Results from deploying a participation incentive mechanism within the enterprise. In Proceedings of the SIGCHI conference on Human Factors in Computing Systems. Google ScholarDigital Library
- Festinger, L. (1954). A theory of social comparison processes. Human Relations, 7, 2 (1954), 117--140.Google ScholarCross Ref
- Hamari, J., Koivisto, J., and Sarsa, H. 2014. Does gamification work?--a literature review of empirical studies on gamification. In Proceedings of the 2014 47th Hawaii International Conference on System Sciences. IEEE Computer Society, Hawaii. Google ScholarDigital Library
- Hanus, M. D., and Fox, J. 2015. Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & Education, 80, 152--161. Google ScholarDigital Library
- Landers, R. N., and Landers, A. K. 2014. An empirical test of the theory of gamified learning: The effect of leaderboards on time-on-task and academic performance. Simulation & Gaming, 45(6), 769--785. Google ScholarDigital Library
- Landers, R. N., Bauer, K. N., & Callan, R. C. 2017. Gamification of task performance with leaderboards: A goal setting experiment. Computers In Human Behavior, 71, 508--515. Google ScholarDigital Library
- Liu, D., Santhaham, R., and Webster, J. 2017. Toward meaningful engagement: A framework for design and research of gamified information systems. MIS Quarterly, 41(4), 1011--1034. Google ScholarDigital Library
- Malone, T. W. 1981. Toward a theory of intrinsically motivating instruction. Cognitive Science, 5(4), 333--369.Google ScholarCross Ref
- Mekler, E. D., Brühlmann, F., Opwis, K., and Tuch, A. N. 2013. Do points, levels and leaderboards harm intrinsic motivation?: An empirical analysis of common gamification elements. Paper presented at the Proceedings of the First International Conference on Gameful Design, Research, and Applications. Google ScholarDigital Library
- Orosz, G., Farkas, D., and Roland-Lévy, C. (2013). Are competition and extrinsic motivation reliable predictors of academic cheating? Frontiers in Psychology, 4.Google Scholar
- Richter, G., Raban, D.R., and Rafaeli, S. Studying gamification: the effect of rewards and incentives on motivation. Gamification in education and business: Springer, 2015, pp. 21--46.Google Scholar
- Ryan, R., and Deci, E. 2000. Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions. Contemporary educational psychology, 1(25), 54--67. %\ 2017-01--22 15:39:00Google Scholar
- Schiff, J. L. (2017). How gamification improves customer engagement and retention. Retrieved from https://www.cio.com/article/3184368/small-business/how-gamification-improves-customer-engagement-and-retention.htmlGoogle Scholar
- Stieglitz, S., and Dang-Xuan, L. 2013. Emotions and information diffusion in social media-sentiment of microblogs and sharing behavior. Journal of Management Information Systems, 29(4), 217--248.Google ScholarCross Ref
- Suh, A., Wagner, C., and Liu, L. 2016. Enhancing User Engagement through Gamification. Journal of Computer Information Systems, 1--10.Google Scholar
- Tangney, J. P. 1999. The self-conscious emotions: Shame, guilt, embarrassment and pride.Google Scholar
- Werbach, K., and Hunter, D. 2012. For the win: How game thinking can revolutionize your business: Wharton Digital Press.Google Scholar
- Williams, L. A., and DeSteno, D. 2008. Pride and perseverance: the motivational role of pride. Journal of Personality and Social Psychology, 94(6), 1007.Google ScholarCross Ref
- Yee, N. 2006. Motivations for play in online games. CyberPsychology & Behavior, 9 (6), 772--775.Google ScholarCross Ref
Index Terms
- Effects of Leaderboards in Games on Consumer Engagement
Recommendations
Gamification usage ecology
SIGDOC '17: Proceedings of the 35th ACM International Conference on the Design of CommunicationGamification is applied in academia and industry and is being studied in the last years. Gamification is nowadays applied to several areas, such as learning, computer science, business, marketing, tourism, among others. However, we need to understand to ...
Digital Educational Games: Methodologies for Evaluating the Impact of Game Type
Our main research question is how the choice of game type influences the success of digital educational games (DEGs), where success is defined as significant domain-specific knowledge gain (learning outcome) with positive player experience.
We propose a ...
Prototyping Gamification Apps Using Board Games: A Case Study of Muscle Stretching App
HCI in GamesAbstractThis study uses a self-development gamified health-related app, “Work? Out!” as an example. To set up two experimental devices: the App prototype (Hi-Fi prototype) and the Board game prototype (Lo-Fi prototype), and to test them respectively. This ...
Comments