Article

Do badges increase user activity? A field experiment on effects of gamification

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Abstract

During recent years, the practice of adding game design to non-game services has gained a relatively large amount of attention. Popular discussion connects gamification to increased user engagement, service profitability, goal commitment and the overall betterment of various behavioral outcomes. However, there is still an absence of a coherent and ample body of empirical evidence that would confirm such expectations. To this end, this paper reports the results of a 2 year (1+1 year – between-group) field experiment in gamifying a service by implementing a game mechanic called ‘badges’. During the experiment a pre-implementation group (N=1410) was monitored for 1 year. After the implementation, the post-implementation (the gamified condition) group (N=1579) was monitored for another full year. Results show that users in the gamified condition were significantly more likely to post trade proposals, carry out transactions, comment on proposals and generally use the service in a more active way.

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... In order to find out whether and how different game design elements might influence each other, the first step is to look more closely at the effect of the individual game design elements (Dichev & Dicheva, 2017). But how exactly different game design elements work and whether there may be differences between the individual elements in terms of supporting motivation, has so far only been investigated by a few studies (Br€ auer & Mazarakis, 2019;Christy & Fox, 2014;Groening & Binnewies, 2019;Hamari, 2017;Mekler et al., 2017). This is an open research question for many years (Mekler et al., 2013) and it is still not answered sufficiently (Koivisto & Hamari, 2019;Mazarakis, 2021). ...
... So, we focus on the game design elements badges, feedback, progress bar and narrative. On the one hand we approach already heavily researched game design elements like badges and feedback (Hamari, 2017;Mekler et al., 2013;Seaborn & Fels, 2015;Zichermann & Cunningham, 2011 we intentionally did not research just the three game design elements points, badges and leaderboards, also known as the PBL triad, as it is already known that they can harm in multiple ways motivation and performance (Mekler et al., 2013(Mekler et al., , 2017, in particular leaderboards as prominent example (Br€ auer & Mazarakis, 2019;Werbach & Hunter, 2012). In addition, Kapp (2014a) states that the "most effective gamification efforts include more than points and badgesthey contain elements of story, challenge and continual feedback [ … ]" (Kapp, 2014a, p. 52). ...
... Badges are virtual artefacts that are visually represented. Taken from the game design element "achievements," they consist of three elements: signifier, completion logic and rewards (Hamari, 2017). They are awarded to the user for completing tasks (Antin & Churchill, 2011). ...
Thesis
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Gamification is an established approach in the field of human-computer interaction that aims to motivate users by using game design elements in a non-game context. This concept has proven successful in many areas, including the penetration of technologies such as fitness trackers into the market. In recent years, intelligent virtual assistants (IVAs) like Amazon Alexa or Google Assistant have become increasingly popular, offering a new type of human-machine interaction. The exchange of information with an IVA through voice offers several advantages. Firstly, it requires no physical touch, eliminating the need for a keyboard or touch device. Secondly, information can be accessed without the need to look at a screen, which is particularly useful when multitasking. However, studies have shown that the use of IVAs decreases over time. It appears that interaction with an IVA is not yet attractive enough, and there is a lack of incentives to make the interaction motivating for the user. Previous work on the motivating effect of gamification in various contexts shows that visual game design elements are commonly used for implementation. However, many smart speakers, which are among the most commonly used end devices for IVAs, do not have a screen. This raises the research question of whether and how gamification can be used in the context of IVAs without visual support. This thesis addresses this research gap by conducting four studies to investigate different aspects of this question. The first study aimed to determine if individual game design elements can have a motivating effect. The second study, a laboratory experiment, investigated the impact of gamification without visual support on motivation and performance. Study three built upon this by examining the effects of different audio gamification concepts on motivation and performance in a field experiment. Finally, Study Four conducts an analysis of IVA games, extracting game design elements to gain insight into which elements might be suitable for implementing gamification for IVAs. In summary, this dissertation demonstrates the circumstances under which it is possible to implement gamification without visual support in the context of IVAs.
... The specialist gamification literature underlines that no single method or design for gamification works well across the board in all spheres of application (Seaborn & Fels, 2015). According to the guidelines established in the literature on the effective design of EI experiences (e.g., Coghlan & Carter, 2020) and gamification (e.g., Hamari, 2017), it is essential to pay attention not only to isolated game elements but also to the experience generated in the participant, which must be motivating and enjoyable and capable of influencing their behaviour. There is continued interest in the literature regarding the use and impact of this more holistic approach to gamification design when creating an EI program for tourist destinations. ...
... Previous studies have proposed many gamification experiences involving disparate game elements (badges or points, for instance) to achieve a specific result. This overly simplified design approach, sometimes referred to as "pointification" (Seaborn & Fels, 2015), has met with criticism from some authors (Hamari, 2017;Seaborn & Fels, 2015). ...
... We opted to study gamification as the literature has linked this approach to the creation of enriched tourist experiences (Xu et al., 2017). Evaluating the effectiveness of gamification implies building the knowledge base regarding its design, the experience generated by the participant, and its effect on consumer behaviour (e.g., Hamari, 2017;Seaborn & Fels, 2015). ...
Article
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This study examines the effectiveness of a strategy designed to enhance destination perceived value (PV) by raising tourists’ awareness and understanding of sustainability. The approach uses information and communications technologies—specifically, gamification—to design an environmental interpretation (EI) program for tourists. While the literature has tended to approach gamification from a systemicperspective, this study addresses a significant gap by adding the experientialdimension. The research (a) designs an EI program based on a holistic gamified approach that takes game objectives, features, the context of the application, and the participant experience into consideration; (b) measures the tourist’s perspective on the design to test whether it successfully generated a motivating and enjoyable (gameful) experience that could positively impact their behaviours; and (c) determines whether a gameful EI experience positively influences destination PV. The results show that the proposed strategy contributes to enhancing destination PV. The gamification of EI experiences is thus found to be a valid strategy for enhancing destination sustainability, tourist behaviours, and, ultimately, destination competitiveness
... Gamification has become a popular method of stimulating and promoting active engagement in online communities in recent years (Hamari 2017). In order to foster success and establish a sustainable operation, it is imperative that an online community is motivated to make frequent and constructive contributions (Hamari 2017). ...
... Gamification has become a popular method of stimulating and promoting active engagement in online communities in recent years (Hamari 2017). In order to foster success and establish a sustainable operation, it is imperative that an online community is motivated to make frequent and constructive contributions (Hamari 2017). The demarcation between games is diminishing in accordance with their increasing popularity. ...
... Nevertheless, augmenting participation in virtual communities presents a formidable task (Huotari and Hamari 2012). Gamification is contingent upon the specific context, and the mere incorporation of game-related components such as leaderboards, points, and badges does not ensure favourable outcomes (Regalado et al. 2021;Hamari 2017). When recommending a suitable game, gamification specialists take into account various factors, including user profiling Jayawardena et al. 2021). ...
Article
Online Communities have been growing with increasing intervention of social media. The digital natives have also gradually started to spend a fairly large time on the internet and their contributions have grown significantly in shaping discussions and future of online communities. With an increase in contribution, it is also witnessed that these communities have also been responsible for promoting cyberbullying; trolling; fake news; discriminant; harassment and many more such pressing issues. While studies have focused on each of these important issues, their lies a dearth of contributions from the academicians and practitioners that would extend the debate on the theoretical and practical side of these issues. Furthermore, with increasing complexity of data and forms of data, the problem becomes multifold. The current special issue aims to build discussions and debate on these critical issues.
... More highly engaged users invest more in their interactions (e.g., with gamified apps) and are more connected and loyal to the brand [61], [62]. They are highly desirable for contemporary brands [63], [64]. Hollebeek et al. [62] derive three consumer brand engagement dimensions, including cognitive processing (cognitive), affection (emotional), and activation (behavioral). ...
... Depending on the context, users' motivation can be functional (like learning), emotive (such as a desire for autonomy or entertainment), or social (stemming from a need for connection or bonding) [22]. Therefore, experience designers need to understand relevant user motivations for utilizing particular (gamified) platforms and design their interfaces accordingly (e.g., by offering rewards, including points, badges, or progression to the next level [64]). Numerous studies have touched on the link between gamification and user engagement [71], [72], [73], [74]. ...
... Sixth, playfulness is characterized by engaging in enjoyable activities voluntarily, often in the absence of strict rules, which fosters creativity and spontaneous imagination [12]. Studies in gamification show that users are typically more immersed in experiences they find pleasurable [37], [50], [64], [86]. The liberty for expression and the use of one's imagination are key aspects of these enjoyable experiences [87]. ...
Article
Integrating game elements into gaming-related applications has long been recognized as a powerful tool for enhancing user engagement and overall effectiveness. Despite the numerous studies examining the impact of gamification on engagement, the specific factors that drive this phenomenon remain unclear. To address this knowledge gap, the present study employs the GAMEFULQUEST perspective in the context of fitness apps, exploring the effects of seven key gamified experience factors on consumer engagement. The study surveyed a sample of 240 users of various fitness gamified apps, operationalizing engagement through cognitive, affective, and behavioral dimensions. The results revealed that users' experiences of challenge, immersion, and social interaction significantly enhanced engagement, while accomplishments, competition, and guidance did not have a significant impact. Using GAMEFULQUEST, the model effectively explains and predicts consumer engagement, offering valuable insights both in theory and in practical application. This paper is a key contribution that leverages the GAMEFULQUEST approach to clearly explain the relationship between gamified experiences and user engagement with fitness apps, providing valuable insights for game designers and researchers alike.
... Badges are optional rewards and goals that can be acquired by players of a game. They encompass distinctive elements, including visual and textual cues, specific rewards, corresponding points, and criteria that define how each badge can be earned (Hamari, 2017). When integrated with points and leaderboards, badges can serve as a gamification element. ...
Article
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Several studies have reported positive effects of digital badges on students' academic performance and behavior. A digital badge serves as an indicator of an accomplishment or skill that can be showcased, accessed, and verified online. The researcher investigated how students perceive digital badges as rewards in a biology course through a phenomenological study. Gamified lesson plans and students' portfolios were used to implement gamification and award digital badges. The study involved Filipino Grade 12 STEM students (n = 41) from a single intact class, and interviews were conducted with a subset of 10 students. By analyzing student responses in their portfolios and interviews, four key themes of digital badges were identified: class participation, learning outcomes, time management, and social interaction. The results revealed that these themes were influenced by factors such as competition, a sense of accomplishment, self-improvement, status recognition, and evidence of achievement. It was found that, while digital badges can be beneficial for high-performing students, they may have detrimental effects on low-performing students. The researcher recommended that the identified themes and their underlying drivers be considered when developing digital badges and in future studies on digital badges and gamification.
... Also included in this graph are the articles selected in this review from the cross-searches that derives from the selected papers. Beyond this systematic review, which due to its scope, is not representative of the entire field of gamification, multiple authors highlight the exponential increase in the topic in recent years [Hamari 2017]. The reasons suggested by these authors link this increase to the psychological experience that playing arouses through gamified practices, which through playful stimuli, seek to motivate those involved to achieve specific objectives, modify their behavior or develop new skills [Klock et al. 2015]. ...
Book
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A Engenharia Elétrica e de Computação é uma área dinâmica, oferecendo oportunidades desafiadoras para os profissionais que tem disposição para projetar, analisar e implementar o desenvolvimento tecnológico e a melhoria da qualidade de vida da sociedade. De fato, pela qualidade, produtividade e inovação, essa área impulsiona o progresso em diversos setores: desde dispositivos nanométricos até infraestruturas complexas. Em amplo espectro, no livro, são apresentadas diversas fundamentações teórico-práticos nos resultados obtidos pelos vários autores e coautores na elaboração de cada capítulo. Além disso, a Atena Editora oferece a divulgação técnico-científica com excelência, essencial para garantir o destaque entre as melhores editoras do Brasil. Fabrício Moraes de Almeida, Dr. Ciências Exatas, Computação e Engenharia.
... For example, there could be some surprise early bird badge for those who buy first, or in education, there should be a badge for the most helpful participant or for those who first suggest the solution for any kind of problem. In the education sector students aren't assessed based on badges, it is only to motivate them [56,57]. Badges in online systems aim to encourage users to contribute more and reach different levels [58]. ...
Article
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Today's online businesses are trying to increase their customer base and attract lots of users incorporating different methods into their platforms, websites, and applications. One of them is gamification, which is applying game elements to a specific context. In e-commerce gamifying online shopping platforms resulted in significant advantages. As well, user experience plays an essential role in e-commerce. This study aims to identify the game elements which has effects on the user's experience in an e-commerce platform. The research examined a considerable number of widely cited gamification frameworks and subsequently identified the top three which are Mechanics, Dynamics & Aesthetics (MDA), Self Determination Theory (SDT), and Octalysis. After a thorough analysis of these frameworks, Octalysis was identified as the most comprehensive among them. More than a hundred game elements were extracted from the aforementioned frameworks. A workshop was conducted as a methodology to identify which game elements are utilized to affect the user experience. The workshop participants were selected based on their knowledge of e-commerce and experience of using the platform. As a result, nine elements (leaderboards, progress bars, profiles, social inviting, rewards, fixed intervals, feedback, badges, and connecting to social networks) were identified.
... Based on the statistical data, we reject the hypothesis, as it turns out that consumers are not willing to spend more money if they know they will receive points or badges in the online store for a certain benefit. The findings from Hamari's (2017) study indicate that individuals exposed to gamification were notably more inclined to submit trade proposals, conduct transactions, provide comments on proposals, and engage with the service in a more active manner. Again, we might attribute such differences in results to cultural peculiarities. ...
Article
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Gamification involves integrating game mechanics into non-game environments such as business intranets, online communities, websites, and learning management systems to boost participation. Its aim is to actively engage employees, customers, and other stakeholders, fostering collaboration, sharing, and interaction. Gamification is a relatively unfamiliar term in Slovenia. The objective of this study is to investigate the influence of gamification on Slovenian consumers, specifically how it affects the online shopping process and user engagement during purchases. To test the hypotheses, we used appropriate statistical tools: chi-square, Friedman, and Wilcoxon tests. The findings indicate that gamification’s strongest influence is not on the post-purchase evaluation phase but rather on the alternative evaluation phase. It is interesting that highly rated reviewers significantly influence product purchases in online stores, while consumers are unwilling to increase their spending on online purchases in exchange for gamification-related benefits.
... Inspired by the game industry, researchers have made substantial efforts to incorporate the game design elements of video games into non-game contexts, a practice termed "gamification" (Deterding et al., 2011). Over the past decade, research on gamification has emerged systematically, and gamified systems have been applied in various disciplines including health (Jones et al., 2014), marketing (Hamari, 2017), and education (Landers & Landers, 2014). In the field of education, gamified learning has been implemented to enhance cognitive and motivational processes and to change or enhance certain behaviours (Landers et al., 2018). ...
... The requirements for obtaining each badge are clearly stated, enhancing the player's sense of autonomy and satisfaction by increasing positive feelings [28]. Additionally, obtaining all available badges to showcase to other players serves as an extra incentive that can influence player behavior, particularly among achievers who are motivated to earn them all [29]. The inclusion of challenges within gamification, for instance, those that must be completed to earn badges, along with a user-centered design, enhances user performance [30]. ...
Preprint
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The extensive collection of paper documents and books stored in the archives of universities worldwide is a hidden cultural heritage that is frequently inaccessible. To overcome this problem, the University of Genoa, Italy, seeks to collect, store, and digitize a wide variety of items, encompassing books, manuscripts, archival materials, and documents related to museum artifacts, which together form a cultural heritage of great importance and historical significance. To make such a cultural heritage accessible to both humans and machines, images and videos must be provided with alternate descriptions, metadata, and speech-to-text transcriptions while ancient texts, for which OCR techniques are often not effective, must be accompanied by word-for-word transcripts. This work presents the design of a transcription system for the “University Museum System” at the University of Genoa, Italy (SMA-UniGe), including user interface elements and users’ engagement techniques. The goal is to create an accessible digital heritage that can be enjoyed by all, facilitated by a community of digital volunteers who are eager to dedicate their time, have a great experience, socialize, and interact on the proposed transcription system. The system exploits gamification theory to transform the typically monotonous task of transcription into a captivating experience. This activity is in line with the so-called University third mission, i.e., the activity of public engagement that aims at generating knowledge outside the academic environment to the benefit of the social, cultural, and economic development.
... Badges are given to students as a reward for their achievements, including "active", "hard work", and "champion" badges given out for activities that students have completed. In addition, these badges function as social markers because other students can see them in public [73]. This will have an impact on student behavior to always be the best in class [74]. ...
Article
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Education is a pivotal pillar in modern society, and technology has brought about major changes in how students learn. Online learning is becoming an increasingly popular form of education, especially since the coronavirus disease (COVID-19) pandemic broke out. However, the challenge of maintaining student engagement and motivation in online learning environments remains a concern for many educators. This is where the concept of gamification erupts as an innovative solution to this problem. This study aimed to examine the effect of case and project-based gamification models on student engagement and academic achievement in online learning in tertiary institutions. Quasi-experimental post-test only non-equivalent control group design was chosen as the method of this research. The subjects of this study were 117 students from Universitas Pendidikan Ganesha. The instrument used to measure student engagement was a questionnaire developed by researchers with reference to the online student engagement (OSE) indicator; meanwhile, an objective test was to assess student academic achievement. The data were analyzed using a one-way multivariate analysis of variance (MANOVA) technique. The study results show significant differences in student engagement and academic achievement between groups of students taught using case and project-based gamification models and direct e-learning models. Case and project-based gamification models used in online learning were effective in increasing student engagement and student academic achievement.
... Research highlights numerous benefits of GBL, including enhanced student engagement and motivation, and providing experiential learning opportunities that allow for the practice of complex tasks in a simulated environment (Anderson et al., 2014;Plass et al., 2015). Prensky (2003) and Hamari (2017) conceptualize GBL as a transformative educational strategy that employs gaming principles and interactions to facilitate individuals' knowledge and skill development. GBL research primarily focuses on two areas: educational games and gamification. ...
Article
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We conducted a scoping review on game-based learning (GBL) for mathematics teacher education. In recent decades, GBL has been largely applied to K-12 education contexts. GBL has aimed to promote students’ deeper understanding of math knowledge via game-based activities. With the evolving needs of GBL in math education, recent research has increasingly raised the importance of mathematics teacher development specialized in GBL implementation. However, there is a lack of literature synthesis identifying how GBL has been taught and developed for mathematics teachers. Using both bibliometric and qualitative thematic analysis, we identified key characteristics of GBL design and implementations for various math learning contexts in teacher education. Based on the study findings, we identified key trends and issues of GBL in mathematics teacher education. Also, we suggest theoretical and design implications of GBL for mathematics teacher education.
... In some experiments included in this study, badges have been found to have no effect on learning outcomes (Balci et al., 2022;Kyewski & Kramer, 2018;Morris et al., 2019), or negative impact (Hanus & Fox, 2015). Badges are generally implemented and examined along with other elements such as points and leaderboards, with a few exceptions (Dicheva et al., 2020;Hamari, 2017). Dicheva et al. (2020) found students who used the system in which badges were implemented practiced more (behavioral outcome) than those in the system without badges, leading to a better academic performance. ...
Article
Gamification has been used in education since the early 2010s, however, the empirical studies on the effectiveness of gamification have yielded inconsistent results. Without a clear understanding of how gamification works, and which gamification design elements have a higher potential to influence learning outcomes, gamification intervention may not achieve the desired results. This study aimed to examine the factors that contributed to the successful implementation of gamification in higher education, and to identify the design elements that had most influence on student learning outcomes. Data was collected from the empirical studies conducted between 2014 and 2023. Data analysis was conducted using logistic regression and Chi-Square tests. Two gamification design elements, Social Interaction and Leaderboards, were found to have significant influence on student learning outcomes. This study provided insights for college instructors and instructional designers in the design of gamification intervention in instruction. Implications for practice and future studies were presented.
... Badges refer to visual elements that certify the completion of a goal or objective (Hamari, 2017). Badges are offered to individuals as rewards for their engagement, and they enable users to compare their accomplishments with others while setting clear goals within the service. ...
Article
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Research question Prompting consumers to spend more in fantasy sport applications is necessary to provide supplementary sources of revenue for sport organizations. The current research draws on gamification literature to examine consumers’ engagement with three prominent fantasy sports motivational affordances of points, badges, and leaderboards and its relationship with in-app spending. Research methods Multiple linear regression was used to analyze the behavioral data of 914 paying consumers in a fantasy sports application that had challenges available for top European football leagues. Results and Findings Consumers who were unable to gain points, acquire badges frequently, or progress in leaderboards interacted more often with the fantasy sports application. Consumers spent more in the fantasy sports application if their rate of gaining points was low and their rate of interactivity with the platform was high. Rate of acquiring badges and leaderboard progress had no significant relationship with in-app spending. However, consumers’ rate of interactivity with the platform influenced the relationship between leaderboard progress, and in-app spending. Implications Findings contribute to the sport consumer behavior literature, specifically in the fantasy sports context, through gamified touchpoints. This research offers valuable insights for entities affiliated with fantasy sports, such as gambling businesses, sports network channels, sport leagues and teams, and fantasy sport companies, on strategies to sustain their platforms through enhanced revenue generation.
... Achievement and reputation are the basis of gamification design (Groening & Binnewies, 2019;Seaborn & Fels, 2015). Common achievement and reputation elements of gamification include points (Attali & Arieli-Attali, 2015), badges (Hamari, 2017), and leaderboards (Landers et al., 2017). Users' achievement and reputation can become an alternative to personal goal-setting and goal implementation in gamification design. ...
Article
Social gamification design has been widely used in various industries to enhance user engagement. Although social gamification design can help to shape user behavior to some extent, this design mechanism has significant negative effects on users. Few studies have explored the relationship between social gamification and user fatigue. To fill this research gap, we constructed an empirical research model based on the transactional theory of stress and coping and explored the impact of social gamification on users’ psychological stress (reputation maintenance concern and fear of missing out) and fatigue, as well as the moderating effects of player type (achievers and socializers) in this process. To test our research hypotheses, we collected information from 450 users via a questionnaire. The empirical results reveal that social gamification competition and interactivity are positively associated with reputation maintenance concern, which is positively related to fear of missing out and user fatigue. Additionally, our research determined that being an achiever positively moderates the relationships between competition, reputation maintenance concern, and fear of missing out, while being a socializer positively moderates the relationships between interactivity, reputation maintenance concern, and fear of missing out. Our results are helpful in understanding the negative effects of social gamification design and contribute to the literature on social gamification and user fatigue.
... In the realm of ELT, gamification has emerged as a viable way to improve students' learning outcomes such as vocabulary acquisition, grammar competency, and speaking abilities, as well as to create an environment for more dynamic and immersive learning (Dichev & Dicheva, 2017;Smiderle et al., 2020). A significant number of empirical research come to the conclusion that gamified learning holds great potential in terms of its efficiency in educational settings (Dicheva et al., 2015;Hamari, 2017;Kim & Lee, 2015;Thom et al., 2012). Thom's et al. (2012) work reveals that the points system inside gamification for learning, including points and badges as part of three distinct notions (Man, 2021;Werbach & Hunter, 2012), yields a positive impact on user activity. ...
Article
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Nowadays, digital technology is a vital aspect of teaching. Therefore, it is essential for pre-service teachers of English as a foreign language (EFL) to develop an identity that fits the current needs. In response to this demand, this study aims to explore pre-service EFL teachers’ identities in relation to digital technology, particularly gamification. This study employs Wenger’s social theory of learning, especially the Engagement, Imagination, and Alignment modes of belonging. This study involved four pre-service EFL teachers from two different contexts in Indonesia. Data on participants’ involvement in digital gamification were collected from the written history records of the participants and semistructured interviews. Data collection during seven weeks of the participants’ teaching practice were analyzed to grasp how digital gamification influenced the development of their identities as pre-service EFL teachers. The findings indicate that the participants encountered identity struggles in using digital gamification to negotiate their identities while accomplishing teaching practice in placement schools. Likewise, they claim to have developed a number of identities such as contemporary, tech-savvy, innovative, and up-to-date pre-service EFL teachers. The results of this study assert that initial teacher education would benefit from focusing on the identities of pre-service EFL teachers. This implies that pre-service EFL teachers need to continually maintain their ever-changing digital identities and that schools need to provide pre-service EFL teachers with additional technological resources.
... Also included in this graph are the articles selected in this review from the cross-searches that derives from the selected papers. Beyond this systematic review, which due to its scope, is not representative of the entire field of gamification, multiple authors highlight the exponential increase in the topic in recent years [Hamari 2017]. The reasons suggested by these authors link this increase to the psychological experience that playing arouses through gamified practices, which through playful stimuli, seek to motivate those involved to achieve specific objectives, modify their behavior or develop new skills [Klock et al. 2015]. ...
Conference Paper
This article aims to deepen the analysis of gamification strategies as an appropriate method to offer feedback in the form of formative assessment for elementary school students (K-12). Although gamification strategies have been crucial in the last decade, studies do not discriminate between game elements, such as leaderboards, levels, rankings, etc. For this reason, this study focuses specifically on one of them: awarding badges to learn more about effects. Beyond its potential, incorporating these practices also supposes a significant challenge: the need for evaluation that formal education systems demand. Based on these topics, a systematic review of the literature covering the period of 2011 to 2020 is proposed, specifically delving into the link between gamification strategies in formal education environments and the implementation of formative assessment techniques through gamification by badges.
... The immersion-related outlines (i.e. avatar, storytelling, customisation, etc.) aim to engage users in self-directed activities and promote autonomous thinking (Koivisto & Hamari, 2019;Peng et al., 2012;Stefanou, Perencevich, DiCintio, & Turner, 2010); the achievement-related features (i.e. points, badges, feedback, leaderboards, tasks, etc.) measure player behavior and encourage goal-oriented behaviors (Hamari, 2017;Hamari et al., 2018;Rigby & Ryan, 2011;Sailer et al., 2014); the social-related characteristics (i.e. groups, messages, social network, etc.) create a sense of relatedness and strengthen interpersonal relationships (Shiau et al., 2018). ...
... Scores provide players the ability to assess their achievement, compare it to that of other players, display their accomplishments to others, and track their progress toward their objectives (Grossberg et al., 2015). The emphasis of a growing body of study on gamification design and assessment has been on various gamification components, such as leaderboards and badges (Enríquez et al., 2019;Hamari, 2017). ...
Article
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In this study, the possibility of saving energy with gamification designed applications was investigated, literature studies on this subject were examined and a gamification-based approach was followed for energy saving. From this point of view, the aim of the study is to propose a gamification-based model to make energy saving easier, fun, enjoyable and beneficial. This study is exploratory qualitative research using systematic literature review, synthesis and induction methods. Within the scope of the study, the literature was first examined. The literature review focused on learning gamification-based designs that encourage energy consumption reduction. After that, a new model was developed based on the general principles of gamification, the characteristics of consumer behavior and the energy consumption target, which is the main subject of the study. As a result of the study, a gamification-based model is proposed for household consumers to reduce their energy consumption and save energy. This gamification-based model includes making energy savings easier and more beneficial for consumers, as well as making it more fun and enjoyable. After that, the proposed model was analyzed based on the studies in the literature and finally the potential of the proposed framework was discussed.
... The students learn from the educational content but not from gamification [8]. Gamification of learning is the process of applying game elements to modify training content and methodology [8] to help develop student potential and provide positive encouragement to boost their performance level [9]. Implementing gamification in learning may elevate students' interest and motivation to participate in the subject content [7,10], increase their concentration and enjoyment of learning [11], and help them with effective learning. ...
Article
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Background Gamification has gained popularity in medical education, but key elements have not been formally identified. This study aimed to generate and prioritize a list of key elements of gamification in medical education. Methods This study utilized a two-stage approach, including the Delphi method and qualitative interview. Nineteen medical educators with expertise in gamification participated in the Delphi method stage. Experts who had more than three years of experience with gamification in medical education constituted the expert panel. The experts were then asked to rate the gamification elements using the Likert five-point scale through at least two consensus-seeking rounds. Consensus for key elements was predefined as ≥ 51% of respondents rating an element as ‘important’ or”very important.” In the qualitative interview stage, 10 experts provided feedback on the application of these key gamification elements. Results Eighteen participants (11 males and 7 females) completed the entire Delphi process for this study. After two rounds of surveys, the consensus was reached on all elements. Thirteen elements scored more than 4 points (37%) and reached the criteria of key elements of gamification in medical education. The top five key elements were integration with instruction objectives, game rules, rapid feedback, fairness, and points/scoring. The thirteen key elements for successful gamification in medical education were further organized into two main categories: (1) gamification design principles and (2) game mechanisms. Conclusions Integration with educational objectives, gamification in curriculum design and teaching methods, and balancing between the mechanisms and principles were the three key components for successful gamification. This study explored the gamification key elements, providing practical tips for medical educators in their efforts to gamify medical education. Future studies involving learners could be performed to examine the efficacy of these key elements in gamification.
... Although several studies have been concerned with the impact of different gamification elements such as badges, avatars and points (Hamari, 2017;Sailer et al., 2017), most of them have only selected a single or minimal feature of gamification elements to explore the impact on user experience (Xi & Hamari, 2019). Considering that different categories of elements satisfy users' internal needs through different mechanisms (Xi & Hamari, 2019), understanding the impact of different gamification elements on user experience can also help to verify the effectiveness of gamification design mechanisms (Yin et al. 2022). ...
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... Gamification can be simply identified as the use of game design elements in non-gaming contexts (Hamari, 2017). Hamari (2019) presented a comprehensive and expansive definition of gamification, which encompasses technological, economic, cultural, and societal advancements that contribute to a more gameful reality. ...
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As the field of game and gamification research develops, gamification has been empirically and practically examined as one of the effective approaches to engage users by driving motivations and providing game-like experiences. Therefore, an increasing number of companies and organizations are using gamification to improve organizational management performance such as work productivity and satisfaction, which are largely determined by employee well-being and capacity to cope and adapt to changing and challenging environments. However, there has been a dearth in a holistic and comprehensive understanding of the effect of gamification on well-being in organizational management and within the literature pertaining to employees. Under the guidance of TCCM (Theory, Context, Characteristics, Methodology) framework, this study conducts a systematic literature review of 30 empirical studies related to gamification and employee well-being to address questions including what theories and methods have been adopted, what kinds of gamification forms and elements have been investigated across different industries, companies, and organizations, and what effect gamification can bring to employee well-being. Four different future agendas are further proposed based on the review.
... The first game element -badges (see Figure 1), can be earned by learners forfor completing lessons (quantity) and answering questions correctly (quality). Badges have the potential to increase user activity (Hamari, 2017), which in our context is reflected in the number of lessons completed. In addition, badges can enhance the learning experience, make learning more interesting or help to motivate learners (Davis & Singh, 2015). ...
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Blended and online learning is growing, and self-regulated learning is becoming more relevant. Most often, students struggle with organizing their own learning processes, lose focus or procrastinate. Keeping learners motivated and engaged can be a real challenge. Therefore, we present gamified chatbots as a potential solution. On the one hand, chatbots can provide a more engaging learning experience. On the other hand, gamification can provide motivational incentives to keep learners engaged and motivated. So far, not many studies have elaborated on how gamification can be effectively used to make a chatbot interaction more engaging or improve the learning experience. This study uses an experimental approach to distinguish how a combination of badges and a progress bar can support and motivate learners to stay engaged with their learning activities. We elaborate on the effects of gamified chatbots and support practitioners with guidance on how to design gamified chatbots in education.
... The exact nature of verifying secure coding practices on freelance platforms is beyond the scope of this paper, but if a system can be devised that is universally trusted and easily implementable, then the use of gamification may work as a reward system. Gamification methods have been shown to have long-term behavioral effects (Hamari, 2017), but gamification should be done with caution as not all findings support their efficacy (Barreto & França, 2021). If badges are perceived by platform-users meaningful and trusted, these may act as a reward system that can be used for freelancers. ...
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W pracy opisane zostały doświadczenia związane z realizacją zespołowych projektów studenckich w odniesieniu do formy ich przygotowania, organizacji oraz realizacji z partnerami z branży IT. Ponadto przedstawione zostały elementy związane z pracą w zespole w powiązaniu z wybranymi elementami procesu wytwarzania oprogramowania. Omówiono proces kształtowania umiejętności pracy w zespole, który został opracowany na bazie wieloletnich doświadczeń.
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Birçok şirket, geleceğin stratejilerine sahiptir. Fakat geçmişin ödüllendirme sistemini kullanır." Jay R. Galbraith Uluslararası Yönetim Geliştirme Enstitüsü Danışmanı Küreselleşme ve bilişim teknolojilerinin öncülüğünde gelişen üretim ve uygulama süreçleri tüm dünyada köklü şekilde değişip dönüşmektedir. Söz konusu değişim ve dönüşüm dalgası, işletme yönetimi üzerinde de kendini göstermektedir. Çağdaş işletme yönetimi; çalışanların motivasyonunu, iş doyumunu, performansını ve verimliliğini arttırırken mevcut ve potansiyel müşterilerine hitap ederek rekabet gücü kazanmak için güncel uygulamalardan sıklıkla yararlanmaktadır. Bunlar arasında işletme yönetimi açısından oldukça yeni olan ve büyük potansiyel taşıyan güncel uygulamalardan biri de oyunlaştırmadır. Oyunlaştırma (gamification) kavramı, en yalın ifade ile oyun fikrinin ve bir oyunu eğlenceli kılan temel unsurların ve yöntemlerin, oyun dışı bağlamlar olan iş süreçlerinde uygulanmasını tanımlamaktadır. Günümüzde çalışma ortamlarını daha eğlenceli hale getirerek çalışanların motivasyonunu arttırmak, işletme ile çalışanları ve müşterileri arasında sadakati geliştirmek ve kurulan etkileşimleri güçlendirmek amacıyla oyunlaştırma uygulamalarından sıklıkla yararlanıldığı görülmektedir. Bu çalışmada oyunlaştırma kavramı ve oyunlaştırmanın unsurları genel hatları ile açıklandıktan sonra işletme yönetiminde oyunlaştırma uygulamalarının faydalarına odaklanılmakta ve işletme yönetiminde başarılı oyunlaştırma örneklerine yer verilmektedir.
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Research dealing with various aspects of* the theory of planned behavior (Ajzen, 1985, 1987) is reviewed, and some unresolved issues are discussed. In broad terms, the theory is found to be well supported by empirical evidence. Intentions to perform behaviors of different kinds can be predicted with high accuracy from attitudes toward the behavior, subjective norms, and perceived behavioral control; and these intentions, together with perceptions of behavioral control, account for considerable variance in actual behavior. Attitudes, subjective norms, and perceived behavioral control are shown to be related to appropriate sets of salient behavioral, normative, and control beliefs about the behavior, but the exact nature of these relations is still uncertain. Expectancy— value formulations are found to be only partly successful in dealing with these relations. Optimal rescaling of expectancy and value measures is offered as a means of dealing with measurement limitations. Finally, inclusion of past behavior in the prediction equation is shown to provide a means of testing the theory*s sufficiency, another issue that remains unresolved. The limited available evidence concerning this question shows that the theory is predicting behavior quite well in comparison to the ceiling imposed by behavioral reliability.
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In this study we investigate purchase behavior for virtual goods in three free-to-play game environments. In the modern free games, publishers sell virtual goods in order to generate revenue. However, game publishers face dire negative attitudes towards the business model as it can entice publishers to degrade the enjoyment of the game in order to sell more virtual goods that address the artificial gaps in the game. This study focuses on this looming question in the game industry whether people buy virtual goods because they enjoy the game and want to keep on playing it or rather because their attitudes towards virtual goods are favorable and they believe it’s also accepted in the peer-group. Player responses (N=2791) were gathered from three different game types: Social Virtual World (Habbo) (n=2156), First-Person Shooters (n =398), and Social Networking Games (Facebook games) (n=237). The results support the both main hypotheses 1) enjoyment of the game reduces the willingness to buy virtual goods while at the same time increasing the willingness to play more of the game. Continued use, however, does positively predicts purchase intentions for virtual goods. 2) Attitude towards virtual goods and the beliefs about peers’ attitudes strongly increase the willingness to purchase virtual goods. Beyond these interesting results the paper points to several further lines of inquiry.
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Whether you're a manager, company psychologist, quality control specialist, or involved with motivating people to work harder in any capacity—Locke and Latham's guide will hand you the keen insight and practical advice you need to reach even your toughest cases. (PsycINFO Database Record (c) 2012 APA, all rights reserved)
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Recent years have seen a rapid proliferation of mass-market consumer software that takes inspiration from video games. Usually summarized as "gamification", this trend connects to a sizeable body of existing concepts and research in human-computer interaction and game studies, such as serious games, pervasive games, alternate reality games, or playful design. However, it is not clear how "gamification" relates to these, whether it denotes a novel phenomenon, and how to define it. Thus, in this paper we investigate "gamification" and the historical origins of the term in relation to precursors and similar concepts. It is suggested that "gamified" applications provide insight into novel, gameful phenomena complementary to playful phenomena. Based on our research, we propose a definition of "gamification" as the use of game design elements in non-game contexts.
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Adding game elements to an application to motivate use and enhance the user experience is a growing trend known as gamification. This study explores the use of game achievements when applied to a mobile application designed to help new students at university. This paper describes the foundations of a design framework used to integrate game elements to Orientation Passport, a personalised orientation event application for smart phones. Orientation Passport utilises game achievements to present orientation information in an engaging way and to encourage use of the application. The system is explained in terms of the design framework, and the findings of a pilot study involving 26 new students are presented. This study contributes the foundations of a design framework for general gamified achievement design. It also suggests that added game elements can be enjoyable but can potentially encourage undesirable use by some, and aren't as enjoyable if not enforced properly by the technology. Consideration is also needed when enforcing stricter game rules as usability can be affected.
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This paper studies the differences in user acceptance models for productivity-oriented (or utilitarian) and pleasure-oriented (or hedonic) information systems. Hedonic information systems aim to provide self-fulfilling rather than instrumental value to the user, are strongly connected to home and leisure activities, focus on the fun-aspect of using information systems, and encourage prolonged rather than productive use. The paper reports a cross-sectional survey on the usage intentions for one hedonic information system. Analysis of this sample supports the hypotheses that perceived enjoyment and perceived ease of use are stronger determinants of intentions to use than perceived usefulness. The paper concludes that the hedonic nature of an information system is an important boundary condition to the validity of the technology acceptance model. Specifically, perceived usefulness loses its dominant predictive value in favor of ease of use and enjoyment.
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