The DOI matches its Crossref record; 50 of the 61 references it cites were found in a registry or an index.
Towards understanding the effects of individual gamification elements on intrinsic motivation and performance
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Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions
Ryan, R. M., & Deci, E. L. (2000) · Contemporary Educational Psychology · doi:10.1006/ceps.1999.1020 · Cited by 18,666 · cited 12×
“…Nicklin, & Ford, 2014; for an overview), but only the latter has been associatedwith improved psychological well-being, enhanced creativity and learning outcomes (Ryan & Deci, 2000), as well as increases in the extent and quality of effort that people put into a given task (Cerasoli et al., 2014).”
BackgroundInfluentialFrom game design elements to gamefulness: defining "gamification"
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011) · Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments · doi:10.1145/2181037.2181040 · Cited by 8,402
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“Note that extrinsic incentives need not invariably be perceived as controlling and subsequently undermine intrinsic motivation (Cerasoli et al., 2014; Deci et al., 1999).”
InfluentialDoes Gamification Work? -- A Literature Review of Empirical Studies on Gamification
Hamari, J., Koivisto, J., & Sarsa, H. (2014) · 2014 47th Hawaii International Conference on System Sciences · doi:10.1109/hicss.2014.377 · Cited by 5,201
The general causality orientations scale: Self-determination in personality
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Gamification in theory and action: a survey
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“But most empirical gamification studies investigate the impact of multiple game elements, making it difficult to pinpoint how and to what extent these game elements contribute to user motivation and behavior (Hamari et al., 2014; Seaborn & Fels, 2015).”
BackgroundResultInfluentialGamification. using game-design elements in non-gaming contexts
Deterding, S., Sicart, M., Nacke, L., O'Hara, K., & Dixon, D. (2011) · CHI '11 Extended Abstracts on Human Factors in Computing Systems · doi:10.1145/1979742.1979575 · Cited by 2,413
Intrinsic motivation and extrinsic incentives jointly predict performance: A 40-year meta-analysis.
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“Note that extrinsic incentives need not invariably be perceived as controlling and subsequently undermine intrinsic motivation (Cerasoli et al., 2014; Deci et al., 1999).”
InfluentialHanus, M. D., & Fox, J. (2015) · Computers & Education · doi:10.1016/j.compedu.2014.08.019 · Cited by 1,918 · cited 6×
“Thus, the threat of contextual factors acting as confounding influence (e.g., school being a potentially controlling setting (Hanus & Fox, 2015)) is minimized.”
BackgroundResultInfluentialA Motivational Model of Video Game Engagement
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“The intrinsically motivating nature of digital games has been attributed to their potential to satisfy the psychological needs for autonomy, competence and relatedness (Przybylski et al., 2010).”
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“Several studies have since acknowledged these suggestions, and have sought to strengthen the depth of research by addressing known gaps (see e.g. Hanus & Fox, 2015; Mekler et al., 2015).”
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“The motivation (Pedro 2016; Hakulinen and Auvinen 2014; Mekler et al. 2017), player profile (Barata et al.”
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Gamification applications in E-learning: a literature review
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“…including education (e.g., Landers & Landers, 2014), participation in government (e.g., Bista, Nepal, Paris, & Colineau, 2014), health (e.g., Pyky et al., 2017), marketing (Hamari, 2017), and management (e.g., Mekler, Bruhlmann, Tuch, & Opwis, 2017; Stanculescu, Bozzon, Sips, & Houben, 2016).”
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Huang, R., Ritzhaupt, A. D., Sommer, M., Zhu, J., Stephen, A., Valle, N., Hampton, J., & Li, J. (2020) · Educational Technology Research and Development · doi:10.1007/s11423-020-09807-z · Cited by 340
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Gamification and the impact of extrinsic motivation on needs satisfaction: Making work fun?
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Students' learning performance and perceived motivation in gamified flipped-class instruction
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Gamification in apps and Technologies for Improving Mental Health and Well-Being: systematic review
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“The ability of gamification to support behavior change is also somewhat supported by existing research [41,62,63], although further research is required on whether, and how for long, these effects persist [4].”
BackgroundNeed-supporting gamification in education: An assessment of motivational effects over time
van Roy, R., & Zaman, B. (2018) · Computers & Education · doi:10.1016/j.compedu.2018.08.018 · Cited by 319
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Self-Determination Theory in HCI Games Research: Current Uses and Open Questions
Tyack, A., & Mekler, E. D. (2020) · Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems · doi:10.1145/3313831.3376723 · Cited by 280
“To date, these mini-theories have received limited attention within games-related research, with only COT having been studied in the context of gamification [125, 198].”
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Gamification and serious games: A literature meta-analysis and integrative model
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Gamification of in‐class activities in flipped classroom lectures
Sailer, M., & Sailer, M. (2021) · British Journal of Educational Technology · doi:10.1111/bjet.12948 · Cited by 234
“The mechanisms behind the motivational appeal of different game design elements can be explained by the self-determination theory, which has been successfully applied to the context of gamification (Mekler, Brühlmann, Tuch, & Opwis, 2017; Sailer et al. , 2017).”
Gamification and online impulse buying: The moderating effect of gender and age
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“In contrast, some research has not provided evidence of significant improvement of intrinsic motivation, yet the same studies have still demonstrated an increase in performance quantity (Mekler et al. 2017; Sailer et al. 2017).”
ResultIncentive design and gamification for knowledge management
Friedrich, J., Becker, M., Kramer, F., Wirth, M., & Schneider, M. (2019) · Journal of Business Research · doi:10.1016/j.jbusres.2019.02.009 · Cited by 242
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“To address this drawback of self-reports, future studies should use behavioral assessment methods that are more objective such as free-choice behavior (Deci et al., 1999; Mekler et al., 2017).”
InfluentialGamification of employee training and development
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The Effects of Gamification in Online Learning Environments: A Systematic Literature Review
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“According to the Self-Determination Theory (SDT), one of the most recognized motivational theories within the gamification community (Deterding, 2015; Mekler et al., 2017), individuals will be motivated if their innate psychological needs for autonomy, competence and relatedness are”
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“In this sense, gamification creates an adequate gamified atmosphere which impacts positively on students’ learning motivations and dispositional flows, thereby supporting their basic psychological needs and ultimately improving their academic performances [6,39,40].”
BackgroundEffect of Digital Game-Based Learning on Student Engagement and Motivation
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“…evidence is D ow nl oa de d by U ni ve rs ity o f N ew ca st le A t 1 0: 12 2 2 Fe br ua ry 2 01 7 (P T ) inconsistent about, for example, the positive and negative relationships between game artifacts, such as points, levels, and badges and users’ intrinsic motivation (Mekler et al., 2015).”
Adaptive gamification in E‐learning: A literature review and future challenges
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“Mekler et al. [59] investigated the effects of individual gamification elements (e.g., points, levels, and leaderboards).”
BackgroundMethodAn investigation of player motivations in Eyewire, a gamified citizen science project
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“In many studies, Self-Determination Theory (SDT) has been used a theoretical framework to help understand why people take part and contribute to online communities [23, 24, 25, 26, 27].”
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Gamification for educational purposes: What are the factors contributing to varied effectiveness?
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Gamification through leaderboards: An empirical study in engineering education
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“As much as we tried to create an environment invoking IM, some students might still see the leaderboard gamification elements as extrinsic motivators, as is stressed by some specific authors [68].”
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
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Enhancing workplace motivation through gamification: Transferrable lessons from pedagogy
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“who report an experiment where users annotated images using textbased tags [41].”
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“…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 136
“…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).”
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“…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,…”
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“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 114
“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.”
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“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
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Role of gamification in classroom teaching: Pre-service teachers’ view
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“Gamification was found not significantly improve learners’ grades as most of them were unfamiliar with the protocol of gamification [21].”
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“Intrinsic motivation relies on the experience of autonomy and relatedness in addition to competence [32, 40, 41].”
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A Bibliometric Analysis of Gamification Research
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“In 2017, Mekler et al. delve into the effects of different gamification elements on motivation and performance [143].”
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Gamification in Management Education: A Systematic Literature Review
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“, 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.”
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Exploring the influence of common game elements on ideation output and motivation
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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
Learning Mathematics with Emerging Methodologies—The Escape Room as a Case Study
Cabrera, A. F., González, M. E. P., López-Belmonte, J., & Robles, A. S. (2020) · Mathematics · doi:10.3390/math8091586 · Cited by 111
“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 116
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
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 100
“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 104
“…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
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
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 131
Alt, D. (2023) · Computers & Education · doi:10.1016/j.compedu.2023.104806 · Cited by 85
“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
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 107
Lee, B. C. (2019) · Sustainability · doi:10.3390/su11113002 · Cited by 83
“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
Li, X., Xia, Q., Chu, S. K. W., & Yang, Y. (2022) · Sustainability · doi:10.3390/su14127008 · Cited by 113
“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
“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 82
“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 101
Metadata
- 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
- 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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