Cited by 32Educational Games and GamificationDigital Games and MediaInnovative Human-Technology Interaction

Exploring the Darkness of Gamification: You Want It Darker?

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Nyström, Tobias·2021·Lecture Notes in Networks and Systems

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Crossref · 10.1007/978-3-030-80129-8_35

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  • The pattern is consistent with mechanics aligned with core service value, generating stronger outcomes than the superficial gamification criticised by Nyström (2021).

    “The pattern is consistent with mechanics aligned with core service value, generating stronger outcomes than the superficial gamification criticised by Nyström (2021).”
  • Well-designed gamification can counteract the shallow interaction patterns identified by Nyström (2021).

    “The control group's short median interaction time (30.4 seconds) is consistent with concerns raised by El Hafidy et al. (2021) regarding superficial digital engagement, whereas the experimental group's markedly longer median (114.1 seconds) suggests that well-designed gamification can counteract the shallow interaction patterns identified by Nyström (2021).”
  • These effect sizes substantially exceed those typically reported in gamification meta-analyses, suggesting that mechanics aligned with core service value - similar to the effective implementations described by Zhao (2024) - generate superior outcomes compared to superficial gamification often criticised by Nyström (2021).

    “These effect sizes substantially exceed those typically reported in gamification meta-analyses, suggesting that mechanics aligned with core service value - similar to the effective implementations described by Zhao (2024) generate superior outcomes compared to superficial gamification often criticised by Nyström (2021).”

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Authors
Nyström, T.
Affiliations
Uppsala University (SE)
Corresponding author
Nyström, Tobias
Venue
Lecture Notes in Networks and Systems
Published
2021
Pages
491-506
ISSN
  • 2367-3370 (ISSN-L)
  • 2367-3389
OpenAlex
W3186049109
Cited by
32
References
0
Citations by year
2026: 5 · 2025: 8 · 2024: 7 · 2023: 6 · 2022: 2 · 2021: 4
FWCI
21.73
Type
book chapter
Language
en
Open access
Locations
  • Lecture notes in networks and systems (publishedVersion)
  • KTH Publication Database DiVA (KTH Royal Institute of Technology) (submittedVersion, other-oa)
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Social Sciences › Sociology and Political Science › Digital Games and Media
  • Physical Sciences › Computer Science › Human-Computer Interaction › Innovative Human-Technology Interaction
Keywords
gamification, problem domain, gamification design, gamification framework

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