Towards understanding the effects of individual gamification elements on intrinsic motivation and performance
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ResultIncentive design and gamification for knowledge management
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Adaptive gamification in E‐learning: A literature review and future challenges
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BackgroundMethodAn investigation of player motivations in Eyewire, a gamified citizen science project
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BackgroundFactors to Consider for Tailored Gamification
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“[52] compares the effects of points, leaderboards, and levels on user motivation, competence and performance in an image annotation task.”
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Main gamification concepts: A systematic mapping study
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“In the ‘ points ’ theme are results, meaningful, points, concepts, that enhances the meaning of the gami fi cation to effects on user intrinsic motivation to play (Mekler et al., 2015).”
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Experiences that matter? The motivational experiences and business outcomes of gamified services
Wolf, T., Weiger, W. H., & Hammerschmidt, M. (2019) · Journal of Business Research · doi:10.1016/j.jbusres.2018.12.058 · Cited by 139 · see citing works
Xu, Y., Chen, Z., Peng, M. Y.-P., & Anser, M. (2020) · Frontiers in Psychology · doi:10.3389/fpsyg.2020.581200 · Cited by 126 · see citing works
Enhancing workplace motivation through gamification: Transferrable lessons from pedagogy
Perryer, C., Celestine, N. A., Scott‐Ladd, B., & Leighton, C. (2016) · The International Journal of Management Education · doi:10.1016/j.ijme.2016.07.001 · Cited by 137 · see citing works
Using gamification to support learning in K‐12 education: A systematic literature review
Dehghanzadeh, H., Farrokhnia, M., Dehghanzadeh, H., Taghipour, K., & Noroozi, O. (2023) · British Journal of Educational Technology · doi:10.1111/bjet.13335 · Cited by 193 · see citing works
The Role of Gamification Techniques in Promoting Student Learning: A Review and Synthesis
Alomari, I., Al‐Samarraie, H., & Yousef, R. (2019) · Journal of Information Technology Education Research · doi:10.28945/4417 · Cited by 151 · see citing works
Empirical Support for a Causal Relationship Between Gamification and Learning Outcomes
Denny, P., McDonald, F., Empson, R., Kelly, P., & Petersen, A. (2018) · Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems · doi:10.1145/3173574.3173885 · Cited by 135 · see citing works
“who report an experiment where users annotated images using textbased tags [41].”
BackgroundFeng, W., Tu, R., & Hsieh, P.-S. (2020) · Journal of Retailing and Consumer Services · doi:10.1016/j.jretconser.2020.102229 · Cited by 130 · see citing works
Attig, C., & Franke, T. (2018) · International Journal of Human-Computer Studies · doi:10.1016/j.ijhcs.2018.04.007 · Cited by 126 · see citing works
Kaya, O. S., & Ercag, E. (2023) · Education and Information Technologies · doi:10.1007/s10639-023-11585-z · Cited by 121 · see citing works
“…the studies on gamification are examined, it is understood that generally a gamified learning platform has the potential elements to satisfy these intrinsic needs of motivation (Mekler et al., 2017; Sailer et al., 2017), and this is particularly true for a challenge-based gamified learning process.”
BackgroundSchöbel, S., Saqr, M., & Janson, A. (2021) · Computers & Education · doi:10.1016/j.compedu.2021.104296 · Cited by 120 · see citing works
“…relevant for the digital learning domain, which has received recognition from a multitude of high-impact publications and gained importance over the last decade (Cruz, Hanus, & Fox, 2017; Liu, Li, & Santhanam, 2013; Mekler, Brühlmann, Tuch, & Opwis, 2017; Santhanam, Liu, & Milton-Shen, 2016).”
BackgroundIjaz, K., Ahmadpour, N., Wang, Y., & Calvo, R. A. (2020) · International Journal of Human-Computer Interaction · doi:10.1080/10447318.2020.1726107 · Cited by 119 · see citing works
“…performance outcomes and enjoyment when basic psychological needs were fulfilled (Francisco-Aparicio, Gutiérrez-Vela, Isla-Montes, & Sanchez, 2013; Mekler, Brühlmann, Tuch, & Opwis, 2017; Pe-Than, Goh, & Lee, 2014; Tamborini, Bowman, Eden, Grizzard, & Organ, 2010; Wang, Schneider, & Valacich,…”
Tu, R., Hsieh, P.-S., & Feng, W. (2018) · Sport Management Review · doi:10.1016/j.smr.2018.10.005 · Cited by 115 · see citing works
Carrasco, C. J. G., Fernández, J. M., Vera, J. R. M., & Sáinz, M. (2019) · Education Sciences · doi:10.3390/educsci9040299 · Cited by 119 · see citing works
“In this sense, several research papers have analyzed the intrinsic and extrinsic results of the motivation of the students prior to gamification strategies [19,20], finding that gamification per se does not guarantee greater motivation, but must be focused on achieving learning results, so the type of game must be ada…”
BackgroundResultBarathi, S. C., Finnegan, D. J., Farrow, M. T., Whaley, A., Heath, P., Buckley, J., Dowrick, P. W., Wuensche, B. C., Bilzon, J., O'Neill, E. J., et al. (2018) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3173574.3173982 · Cited by 113 · see citing works
“3, based on reported characteristics of the IMI [12,27,39,56,69] which support the assumption that differences smaller than 0.3 points on the 7-point IMI Interest/Enjoyment scale are tolerable for non-inferiority.”
BackgroundMethodInfluentialKelders, S. M., Sommers‐Spijkerman, M., & Goldberg, J. M. (2018) · Journal of Medical Internet Research · doi:10.2196/jmir.9923 · Cited by 113 · see citing works
“A number of studies have shown that gamification, if used correctly, can increase intrinsic motivation for a certain behavior, for example, by satisfying certain psychological needs [26,27].”
BackgroundIT-Enabled Self-Monitoring for Chronic Disease Self-Management: An Interdisciplinary Review
Jiang, J., & Cameron, A. (2020) · MIS Quarterly · doi:10.25300/misq/2020/15108 · Cited by 108 · see citing works
Role of gamification in classroom teaching: Pre-service teachers’ view
Mee, R. W. M., Shahdan, T. S. T., Ismail, M. R., Ghani, K. A., Pek, L. S., Von, W. Y., Woo, A., & Rao, Y. S. (2020) · International Journal of Evaluation and Research in Education (IJERE) · doi:10.11591/ijere.v9i3.20622 · Cited by 130 · see citing works
“Gamification was found not significantly improve learners’ grades as most of them were unfamiliar with the protocol of gamification [21].”
BackgroundDonnermann, M., Lein, M., Messingschlager, T. V., Riedmann, A., Schäper, P., Steinhaeusser, S. C., & Lugrin, B. (2021) · Computers in Human Behavior · doi:10.1016/j.chb.2021.106792 · Cited by 111 · see citing works
Kern, F., Winter, C., Gall, D., Käthner, I., Pauli, P., & Latoschik, M. E. (2019) · IEEE Conference on Virtual Reality and 3D User Interfaces (VR) · doi:10.1109/vr.2019.8797828 · Cited by 113 · see citing works
“Intrinsic motivation relies on the experience of autonomy and relatedness in addition to competence [32, 40, 41].”
BackgroundInfluentialConsumer attitudes towards electric vehicles
Bennett, R., & Vijaygopal, R. (2018) · European Journal of Marketing · doi:10.1108/ejm-09-2016-0538 · Cited by 116 · see citing works
Diefenbach, S., & Müssig, A. (2018) · International Journal of Human-Computer Studies · doi:10.1016/j.ijhcs.2018.09.004 · Cited by 105 · see citing works
A Bibliometric Analysis of Gamification Research
Trinidad, M., Ruiz, M., & Calderón, A. (2021) · IEEE Access · doi:10.1109/access.2021.3063986 · Cited by 118 · see citing works
“In 2017, Mekler et al. delve into the effects of different gamification elements on motivation and performance [143].”
BackgroundInfluentialUnderstanding how Gamification Influences Behaviour in Social Marketing
Mitchell, R., Schuster, L., & Drennan, J. C. (2016) · Australasian Marketing Journal (AMJ) · doi:10.1016/j.ausmj.2016.12.001 · Cited by 103 · see citing works
de‐Marcos, L., García‐López, E., García‐Cabot, A., Medina, J., Domínguez‐Díaz, A., Martínez-Herráiz, J.-J., & Díez-Folledo, T. I. (2016) · Computers in Human Behavior · doi:10.1016/j.chb.2016.02.052 · Cited by 102 · see citing works
Behl, A., & Dutta, P. (2020) · International Journal of Information Management · doi:10.1016/j.ijinfomgt.2020.102140 · Cited by 99 · see citing works
Bai, S., Hew, K. F., Sailer, M., & Jia, C. (2021) · Computers & Education · doi:10.1016/j.compedu.2021.104297 · Cited by 109 · see citing works
Gamification in Management Education: A Systematic Literature Review
Silva, R., Rodrigues, R. G., & Leal, C. T. P. (2019) · BAR - Brazilian Administration Review · doi:10.1590/1807-7692bar2019180103 · Cited by 107 · see citing works
“, 2013), attitudes (Codish & Ravid, 2015; Domínguez et al., 2014; Hanson-Smith, 2016; Koivisto & Hamari, 2014; Kuo & Chuang, 2016; Mekler et al., 2017; Schoech et al., 2013), and flow (Ahmed & Sutton, 2017; Betts et al.”
Segura-Robles, A., Cabrera, A. F., González, M. E. P., & López-Belmonte, J. (2020) · Frontiers in Psychology · doi:10.3389/fpsyg.2020.01103 · Cited by 106 · see citing works
Exploring the influence of common game elements on ideation output and motivation
Zimmerling, E., Höllig, C. E., Sandner, P., & Welpe, I. M. (2018) · Journal of Business Research · doi:10.1016/j.jbusres.2018.02.030 · Cited by 92 · see citing works
Effectiveness of gamification for the rehabilitation of neurodegenerative disorders
Adlakha, S., Chhabra, D., & Shukla, P. (2020) · Chaos Solitons & Fractals · doi:10.1016/j.chaos.2020.110192 · Cited by 93 · see citing works
Learning Mathematics with Emerging Methodologies—The Escape Room as a Case Study
Fuentes-Cabrera, A., Parra-González, M., López-Belmonte, J., & Segura-Robles, A. (2020) · Mathematics · doi:10.3390/math8091586 · Cited by 86 · see citing works
“These findings are associated with previous studies on the use of this approach that reveal an improvement in the achievement of students in their formative action [38,56], in the control of learning anxiety [12], in motivation [29,41,52] and in student autonomy [31,56,57].”
ResultMaking finance fun: the gamification of personal financial management apps
Bitrián, P., Buil, I., & Catalán, S. (2021) · International Journal of Bank Marketing · doi:10.1108/ijbm-02-2021-0074 · Cited by 99 · see citing works
Quintás, A., Bustamante, J. C., de la Fuente, F. P., & Otín, C. C. (2020) · Computers & Education · doi:10.1016/j.compedu.2020.103874 · Cited by 97 · see citing works
A process for designing algorithm-based personalized gamification
Knutas, A., van Roy, R., Hynninen, T., Granato, M., Kasurinen, J., & Ikonen, J. (2018) · Multimedia Tools and Applications · doi:10.1007/s11042-018-6913-5 · Cited by 87 · see citing works
“Different authors have pointed to contextual and personal differences to explain these mixed results and have called upon future research to take these characteristics into account [3, 40, 59].”
BackgroundSerious games in management education: An acceptance analysis
López, F. R., Arias-Oliva, M., Borondo, J. P., & Marín-Vinuesa, L. M. (2021) · The International Journal of Management Education · doi:10.1016/j.ijme.2021.100517 · Cited by 96 · see citing works
“…demonstrated the potential importance of other people ’ s opinions (social influence) for acceptance of gamification (e.g., Harborth & Pape, 2017; Mekler et al., 2017), teaching innovations (Baptista & y Oliveira, 2017), and even, specifically, the intention to use LSP (DeSmet et al., 2014;…”
BackgroundInfluentialEffectiveness of Gamification Elements in Blended Learning Environments
MESE, C., & DURSUN, O. O. (2019) · Turkish Online Journal of Distance Education · doi:10.17718/tojde.601914 · Cited by 83 · see citing works
Design and preliminary evaluation of a cyber Security Requirements Education Game (SREG)
Yasin, A., Liu, L., Li, T., Wang, J., & Zowghi, D. (2017) · Information and Software Technology · doi:10.1016/j.infsof.2017.12.002 · Cited by 85 · see citing works
Qiao, M. S., Yeung, S. S., Zainuddin, Z., Ng, D. T. K., & Chu, S. K. W. (2022) · British Journal of Educational Technology · doi:10.1111/bjet.13249 · Cited by 112 · see citing works
Alt, D. (2023) · Computers & Education · doi:10.1016/j.compedu.2023.104806 · Cited by 85 · see citing works
“Notably, the findings also undermine previous investigations indicating that in some contexts, gamification may not facilitate motivation to play or even impede it (Mekler et al., 2017).”
BackgroundResultTreiblmaier, H., & Putz, L.-M. (2020) · Learning and Motivation · doi:10.1016/j.lmot.2020.101655 · Cited by 84 · see citing works
Work gamification: Effects on enjoyment, productivity and the role of leadership
Gerdenitsch, C., Sellitsch, D., Besser, M., Burger, S., Stegmann, C., Tscheligi, M., & Kriglstein, S. (2020) · Electronic Commerce Research and Applications · doi:10.1016/j.elerap.2020.100994 · Cited by 86 · see citing works
Lee, B. C. (2019) · Sustainability · doi:10.3390/su11113002 · Cited by 83 · see citing works
“In particular, Koivisto and Hamari [3] recently conducted an in-depth literature review of 842 gamification-related studies.”
BackgroundEngagement in the course of programming in higher education through the use of gamification
Rojas-López, A., Rincón-Flores, E. G., Mena, J., García‐Peñalvo, F. J., & Soledad, M. (2019) · Universal Access in the Information Society · doi:10.1007/s10209-019-00680-z · Cited by 83 · see citing works
Li, X., Xia, Q., Chu, S. K. W., & Yang, Y. (2022) · Sustainability · doi:10.3390/su14127008 · Cited by 113 · see citing works
“However, several studies argue that children prefer playing over learning and are motivated by extrinsic incentives in gamified learning [30,46].”
A Design Framework for Adaptive Gamification Applications
Böckle, M., Micheel, I., Bick, M., & Novak, J. (2018) · Hawaii International Conference on System Sciences (HICSS) · doi:10.24251/hicss.2018.151 · Cited by 79 · see citing works
“However, research has shown that the application of gamification does not always achieve the expected results [20, 16]: the effectiveness is often mixed with varying degree of success [29] and is highly dependent on the context in which the gamification concept is being implemented [29].”
BackgroundVirtual Performance Augmentation in an Immersive Jump & Run Exergame
Ioannou, C., Archard, P., O'Neill, E. J., & Lutteroth, C. (2019) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3290605.3300388 · Cited by 81 · see citing works
“The use of the scale mid-point as a meaningful criterion in H2 and H3 is supported by IEQ [16] and IMI measures [49, 79] reported in the literature.”
MethodGamification in sport apps: the determinants of users' motivation
Bitrián, P., Buil, I., & Catalán, S. (2020) · European Journal of Management and Business Economics · doi:10.1108/ejmbe-09-2019-0163 · Cited by 84 · see citing works
- Authors
- Mekler, E. D., Brühlmann, F., Tuch, A. N., & Opwis, K.
- Affiliations
- University of Basel (CH)
- Corresponding author
- Mekler, Elisa D.
- Venue
- Computers in Human Behavior
- Publisher
- Elsevier BV
- Published
- 2017-06
- Volume
- 71
- Pages
- 525-534
- ISSN
- 0747-5632 (ISSN-L)
- OpenAlex
- W1410719325
- Semantic Scholar
- 70a4d654151234924c0a7ce7822f12108bf3db49
- Cited by
- 990
- References
- 61
- Citations by year
- 2026: 115 · 2025: 102 · 2024: 115 · 2023: 110 · 2022: 137 · 2021: 109 · 2020: 103 · 2019: 87 · 2018: 66 · 2017: 29 · 2016: 16
- FWCI
- 90.66
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- Computers in Human Behavior (publishedVersion)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Social Sciences › Psychology › Social Psychology › Motivation and Self-Concept in Sports
- Keywords
- gamification, intrinsic motivation, points, levels, leaderboards, competence, performance, image annotation, extrinsic rewards
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