Cited by 11Educational Games and GamificationDigital Games and MediaOnline Learning and Analytics

The Effects of Gamification on Learners’ Engagement According to Their Gamification User Types

Open access
dos Santos, Lucas Fellipe, Oliveira, Wilk, Corrêa de Lima, Anderson, de Castro Junior, Amaury Antônio, Hamari, Juho·2026·Technology, Knowledge and Learning

Abstract

Personalization of gameful environments, such as game-based and gamified learning environments, has garnered significant attention in contemporary discourse. However, the outcomes remain inconsistent, with positive, negative, or no effects. At the same time, most research has been limited to using traditional gamification strategies (e.g., those involving points, badges, and leaderboards). To tackle this issue, we examined how ecological gamification (i.e., a gamification design strategy based on the gamification elements chance, imposed choice, economy, rarity, and time pressure) influences students’ sense of engagement (i.e., focused attention, perceived usability, aesthetic appeal, and reward), according to their gamification profiles (i.e., Philanthropist, Socializer, Free-spirit, Achiever, Player, and Disruptor). A quasi-experimental investigation was conducted with 104 participants interacting with a gamified learning management system. Data were examined via partial least squares structural equation modeling. Our findings were twofold, revealing that (1) ecological gamification had a significant impact on Disruptors’ perception of usability and (2) on the Players’ feelings of being rewarded. The study highlights the importance of aligning gamification design with user types to maximize its effectiveness, providing insights into how ecologically designed gamification can personalize gamified educational platforms, optimizing usability and engagement.

The claims and statistics of this paper haven’t been checked yet.

Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.

A few free checks a day · papers already verified open instantly · results are public

Integrity signals

Registry

Crossref · 10.1007/s10758-025-09866-2

Cites

71 of 71 references verified0 citation errors · 0 not checkable

Statistics

Claims the paper makes

The claims and statistics of this paper haven’t been checked yet.

Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.

A few free checks a day · papers already verified open instantly · results are public

Claims other papers make about this one

Each is checked against this paper’s own text: does it say what the citing paper says it does?

  • Engagement is often assessed through non-standardized indicators such as points, leaderboards, or task completion, which may not capture its full complexity.

    “Despite the growing use of gamification in educational contexts, engagement is often assessed through non-standardized indicators such as points, leaderboards, or task completion, which may not capture its full complexity (e.g., dos Santos et al., 2025;Khaleel et al., 2020;Zeybek & Saygi, 2023).”

    From Gamification on Mathematics Engagement and Motivation in Secondary School and Higher Education: A Systematic Review and Meta-Analysis (2026) · cites this paper as dos Santos et al., 2025

    Section 4.4 says the study measured only some dimensions of engagement and recommends additional dimensions and qualitative data for a more comprehensive understanding. But Section 3.1 says it assessed engagement with the User Engagement Scale; the paper discusses points and leaderboards as gamification elements, not as non-standardized engagement indicators, and does not establish that engagement is often assessed through them. The supplied copy gives no page numbers. (LLM, conf=0.82)

    Experimental — accuracy not yet measured

Self-check

Percentages, sums and reported differences re-computed from the paper’s own numbers.

The self-check needs the paper’s full text.

Cites

Flagged first, then by citations

1 of the 72 references couldn’t be matched to a known paper.

Research works printed but not linked: 6

  1. Legaki, N.-Z., Fernandez Galeote, D., & Hamari, J. (2022). The impact of different gamification types in the context of data literacy: An online experiment. In Proceedings of the 6th international gamifin conference. CEUR.
  2. Marczewski, A. (2015). Even ninja monkeys like to play. CreateSpace Indep. Publish Platform, Charleston, Chapter User Types, pp. 69-84
  3. Miranda, D., Li, C., & Darin, T. (2021). Ues-br: Translation and cross-cultural adaptation of the user engage- ment scale for Brazilian Portuguese. Proceedings of the ACM on Human-Computer Interaction, 5, 1-22.
  4. Rodrigues, L., Toda, A. M., Oliveira, W., Palomino, P. T., Vassileva, J., & Isotani, S. (2022). Automating gami- fication personalization to the user and beyond. IEEE Transactions on Learning Technologies, 15(2), 199-212.
  5. Tondello, G. (2019). Dynamic personalization of gameful interactive systems (Ph.D. thesis). University of Waterloo, Waterloo, ON, Canada.
  6. Tondello, G. F., Wehbe, R. R., Diamond, L., Busch, M., Marczewski, A., & Nacke, L. E. (2016). The gamifica- tion user types hexad scale. In Proceedings of the 2016 annual symposium on computer-human interac- tion in play (pp. 229-243). Association for Computing Machinery. https:// doi. org/ 10. 1145/ 29679 34. 29680 · DOI

Cited by

Sorted by citations

Authors
dos Santos, L. F., Oliveira, W., Corrêa de Lima, A., de Castro Junior, A. A., & Hamari, J.
Affiliations
Tampere University (FI)
Venue
Technology, Knowledge and Learning
Published
2025-06-06
Volume
31
Issue
4
Pages
2459-2479
ISSN
  • 2211-1662 (ISSN-L)
  • 2211-1670
OpenAlex
W4411087778
Cited by
11
References
72
Citations by year
2026: 10 · 2025: 1
FWCI
22.07
Type
journal article
Language
en
Open access
Locations
  • Technology Knowledge and Learning (publishedVersion, cc-by)
  • Tampere University Institutional Repository (Tampere University) (submittedVersion, cc-by)
Funders
  • Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (001)
  • Academy of Finland Flagship Programme (337653)
  • Tampere University
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 › Computer Science Applications › Online Learning and Analytics
Keywords
gamification, student engagement, perceived usability, reward perception, time pressure, points, badges, and leaderboards

About these checks

Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.

Statistics and arithmetic are recomputed, not judged.

Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.

What counts as a claim ›How we measure confidence ›How we check this ›

Are you an author, or do you see a problem with this page? Request a review