How gamification motivates: an experimental study of the effects of specific game design elements on psychological need satisfaction

  • The main aim of gamification, i.e. the implementation of game design elements in real-world contexts for non-gaming purposes, is to foster human motivation and performance in regard to a given activity. Previous research, although not entirely conclusive, generally supports the hypothesis underlying this aim. However, previous studies have often treated gamification as a generic construct, neglecting the fact that there are many different game design elements which can result in very diverse applications. Based on a self-determination theory framework, we present the results of a randomized controlled study that used an online simulation environment. We deliberately varied different configurations of game design elements, and analysed them in regard to their effect on the fulfilment of basic psychological needs. Our results show that badges, leaderboards, and performance graphs positively affect competence need satisfaction, as well as perceived task meaningfulness, while avatars,The main aim of gamification, i.e. the implementation of game design elements in real-world contexts for non-gaming purposes, is to foster human motivation and performance in regard to a given activity. Previous research, although not entirely conclusive, generally supports the hypothesis underlying this aim. However, previous studies have often treated gamification as a generic construct, neglecting the fact that there are many different game design elements which can result in very diverse applications. Based on a self-determination theory framework, we present the results of a randomized controlled study that used an online simulation environment. We deliberately varied different configurations of game design elements, and analysed them in regard to their effect on the fulfilment of basic psychological needs. Our results show that badges, leaderboards, and performance graphs positively affect competence need satisfaction, as well as perceived task meaningfulness, while avatars, meaningful stories, and teammates affect experiences of social relatedness. Perceived decision freedom, however, could not be affected as intended. We interpret these findings as general support for our main hypothesis that gamification is not effective per se, but that specific game design elements have specific psychological effects. Consequences for further research, in particular the importance of treatment checks, are discussed.show moreshow less

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Metadaten
Author:Michael SailerORCiDGND, Jan Ulrich Hense, Sarah Katharina Mayr, Heinz Mandl
URN:urn:nbn:de:bvb:384-opus4-1090595
Frontdoor URLhttps://opus.bibliothek.uni-augsburg.de/opus4/109059
ISSN:0747-5632OPAC
Parent Title (English):Computers in Human Behavior
Publisher:Elsevier BV
Type:Article
Language:English
Year of first Publication:2017
Publishing Institution:Universität Augsburg
Release Date:2023/11/10
Tag:General Psychology; Human-Computer Interaction; Arts and Humanities (miscellaneous)
Volume:69
First Page:371
Last Page:380
DOI:https://doi.org/10.1016/j.chb.2016.12.033
Institutes:Philosophisch-Sozialwissenschaftliche Fakultät
Philosophisch-Sozialwissenschaftliche Fakultät / Empirische Bildungsforschung
Philosophisch-Sozialwissenschaftliche Fakultät / Empirische Bildungsforschung / Lehrstuhl für Learning Analytics and Educational Data Mining
Dewey Decimal Classification:3 Sozialwissenschaften / 37 Bildung und Erziehung / 370 Bildung und Erziehung
Licence (German):CC-BY 4.0: Creative Commons: Namensnennung (mit Print on Demand)