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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
Deci, E. L., Koestner, R., & Ryan, R. M. (1999) · Psychological Bulletin · doi:10.1037/0033-2909.125.6.627 · Cited by 7,176 · cited 11×
“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
Deci, E. L., & Ryan, R. M. (1985) · Journal of Research in Personality · doi:10.1016/0092-6566(85)90023-6 · Cited by 5,094
Gamification in theory and action: a survey
Seaborn, K., & Fels, D. I. (2015) · International Journal of Human-Computer Studies · doi:10.1016/j.ijhcs.2014.09.006 · Cited by 2,515 · cited 14×
“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.
Cerasoli, C. P., Nicklin, J. M., & Ford, M. T. (2014) · Psychological Bulletin · doi:10.1037/a0035661 · Cited by 1,981 · cited 8×
“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
Przybylski, A. K., Rigby, C. S., & Ryan, R. M. (2010) · Review of General Psychology · doi:10.1037/a0019440 · Cited by 1,422 · cited 7×
“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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Tóth, Á., & Tóvölgyi, S. (2016) · IEEE International Conference on Cognitive Infocommunications · doi:10.1109/coginfocom.2016.7804551 · Cited by 34
“On the other hand, intrinsic motivation denotes the pursuit of an activity, because it is inherently interesting or enjoyable [14].”
BackgroundA Motivational Model Explaining Performance in Video Games
Hulaj, R., Nyström, M. B. T., Sörman, D. E., Bäcklund, C., Röhlcke, S., & Jonsson, B. (2020) · Frontiers in Psychology · doi:10.3389/fpsyg.2020.01510 · Cited by 41
Adaptive and Personalized Gamification Designs: Call for Action and Future Research
Schöbel, S., Schmidt-Kraepelin, M., Janson, A., & Sunyaev, A. (2021) · AIS Transactions on Human-Computer Interaction · doi:10.17705/1thci.00158 · Cited by 40
Leaderboards in an EFL course: Student performance and motivation
Philpott, A., & Son, J. (2022) · Computers & Education · doi:10.1016/j.compedu.2022.104605 · Cited by 35
Na, K., & Han, K.-H. (2023) · Internet Research · doi:10.1108/intr-12-2021-0897 · Cited by 42
Kim, H. R., & Kim, B. (2022) · Healthcare · doi:10.3390/healthcare10040644 · Cited by 42
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Are We Having Fun Yet? Misapplying Motivation to Gamification
Loughrey, K., & Broin, D. Ó. (2018) · IEEE Games, Entertainment, Media Conference (GEM) · doi:10.1109/gem.2018.8516535 · Cited by 44
“found that points, levels, and leaderboards did not significantly affect intrinsic motivation in an image annotation task, despite functioning as extrinsic incentives [27].”
BackgroundExploring gamified persuasive system design for energy saving
Böckle, M., Novak, J., & Bick, M. (2020) · Journal of Enterprise Information Management · doi:10.1108/jeim-02-2019-0032 · Cited by 39
Gamification in freight transportation: extant corpus and future agenda
Klock, A. C. T., Wallius, E., & Hamari, J. (2021) · International Journal of Physical Distribution & Logistics Management · doi:10.1108/ijpdlm-04-2020-0103 · Cited by 34
“However, despite adverse effects, implementing a leaderboard improved efficiency, which is a finding that resonates with a prior study suggesting that individual performance does not mirror intrinsic motivation (Mekler et al., 2017).”
ResultPromotion and Branding from the Lens of Gamification in Challenging Times
Spais, G. S., Behl, A., Jain, K., Jain, V., & Singh, G. (2021) · Journal of Promotion Management · doi:10.1080/10496491.2021.2008849 · Cited by 33
Riedmann, A., Schäper, P., & Lugrin, B. (2022) · AI & Society · doi:10.1007/s00146-022-01514-y · Cited by 40
“Visually appealingly designed and audibly clearly presented gamification elements can also increase their potential to positively influence the users' experience of competence (Mekler et al. 2017).”
InfluentialBenner, D., Schöbel, S., Janson, A., Leimeister, J. M., & Kassel, U. (2022) · AIS Transactions on Human-Computer Interaction · doi:10.17705/1thci.00179 · Cited by 44
Chapman, J. R., Kohler, T. B., Rich, P. J., & Trego, A. (2023) · Journal of Research on Technology in Education · doi:10.1080/15391523.2023.2242981 · Cited by 38
“This lack of a theoretical foundation makes it difficult to understand why specific interventions do or don’t yield positive outcomes and makes the application of educational gamification inconsistent (Mekler et al., 2017, 2013).”
Gamification in aquarium context
Tan, W.-K. (2018) · Information Technology and People · doi:10.1108/itp-02-2017-0054 · Cited by 32
Chen, Y. (2018) · International Journal of Human-Computer Interaction · doi:10.1080/10447318.2018.1514823 · Cited by 36
“…(Hamari, 2015), leaderboards (Landers, Bauer, & Callan, 2017), and social interactions (Hamari & Koivisto, 2015) and working principles in specific contexts (Cardador, Northcraft, & Whicker, 2016; Mekler, Brhlmann, Tuch, & Opwis, 2017; Mitchell, Schuster, & Drennan, 2017) have been carried out.”
A model for enhancing employees’ lifelong learning intention online
Thongmak, M. (2021) · Learning and Motivation · doi:10.1016/j.lmot.2021.101733 · Cited by 33
Escape Room Dual Mode Approach to Teach Maths during the COVID-19 Era
Rosillo, N., & Montés, N. (2021) · Mathematics · doi:10.3390/math9202602 · Cited by 32
Cespón, M. T., & Lage, J. M. D. (2022) · Contemporary Educational Technology · doi:10.30935/cedtech/12297 · Cited by 43
Ai in e-learning: the affordance perspective
Zhang, J., Liu, Z., Lv, H., & Jiang, M. (2023) · Behaviour and Information Technology · doi:10.1080/0144929x.2023.2287660 · Cited by 38
“The whole process makes users feel competent and con fi dent (Mekler et al. 2017).”
Liu, R., Benitez, J., Zhang, L., Shao, Z., & Mi, J. (2024) · Information & Management · doi:10.1016/j.im.2024.103986 · Cited by 44
Composition of motivation profiles at work using latent analysis: theory and evidence
Chen, C., Zhang, J., & Gilal, F. G. (2019) · Psychology Research and Behavior Management · doi:10.2147/prbm.s210830 · Cited by 39
“However, Mekler performed experimental research and found that extrinsic motivations can promote work performance.(9) The different conclusions between work motivations and work performance in the extant literature cannot provide effective suggestions that managers can use to improve employee work performance through…”
BackgroundWallius, E., Klock, A. C. T., & Hamari, J. (2022) · Reliability Engineering & System Safety · doi:10.1016/j.ress.2022.108514 · Cited by 32
“This might be explained by roadway studies focusing on gamification, as achievement and progression affordances are easily applied to existing practices and tasks, such as driving [113].”
BackgroundRahayu, F. S., Nugroho, L. E., Ferdiana, R., & Setyohadi, D. B. (2022) · Sustainability · doi:10.3390/su14148906 · Cited by 58
“A person’s causality orientation may further moderate how feedback affects need satisfaction and intrinsic motivation [84].”
BackgroundYang, W., Fang, M., Xu, J., Zhang, X., & Pan, Y. (2024) · Electronics · doi:10.3390/electronics13071297 · Cited by 37
“This mechanism can be explained through the framework of Self-Determination Theory (SDT), which is a critical theoretical framework for studying user satisfaction, motivation, and future behavior [29–31].”
Using gamification to overcome innovation process challenges: A literature review and future agenda
Abril, C., Gimenez‐Fernandez, E. M., & Camacho‐Miñano, M. (2024) · Technovation · doi:10.1016/j.technovation.2024.103020 · Cited by 43
Seo, K., Fels, S., 강무진, Jung, C., & Ryu, H. B. (2020) · Human-Computer Interaction · doi:10.1080/07370024.2020.1744145 · Cited by 38
“In this sense, many gamification studies (Deterding, 2012; Mekler et al., 2017) claimed that intrinsic motivators should be included.”
BackgroundInfluentialMazarakis, A. (2021) · i-com · doi:10.1515/icom-2021-0025 · Cited by 41
“This fits very well with the assumptions of self-determination theory, a prominent theory in gamification science [84, p. 2], where social relatedness is a basic psychological need [21].”
BackgroundResultMellado, R., & Cubillos, C. (2024) · Journal of Computer Assisted Learning · doi:10.1111/jcal.13000 · Cited by 53
Gamification of Adult Learning: Gamifying Employee Training and Development
Landers, R. N., Auer, E. M., Helms, A. B., Marin, S., & Armstrong, M. B. (2019) · Cambridge University Press eBooks · doi:10.1017/9781108649636.012 · Cited by 43
Horst, R., Naraghi-Taghi-Off, R., Rau, L., & Dörner, R. (2021) · Multimedia Tools and Applications · doi:10.1007/s11042-021-11317-w · Cited by 31
“Game and gamification elements find a place in different application areas and can motivate users to interact with a system [6, 7, 24].”
Behl, A., Sampat, B. H., & Raj, S. (2021) · The TQM Journal · doi:10.1108/tqm-07-2021-0201 · Cited by 34
Zhang, L., Wang, Y., Anjum, M. A., & Mu, J. (2022) · Internet Research · doi:10.1108/intr-06-2021-0414 · Cited by 33
Impact of Intrinsic and Extrinsic Gaming Elements on Online Purchase Intention
Wu, X., & Santana, S. (2022) · Frontiers in Psychology · doi:10.3389/fpsyg.2022.885619 · Cited by 29
Bräuer, P., & Mazarakis, A. (2022) · Computers in Human Behavior · doi:10.1016/j.chb.2022.107362 · Cited by 39
DiffGame: Game-based Mathematics Learning for Physics
Pedersen, M. K., Svenningsen, A., Dohn, N. B., et al. (2016) · Procedia - Social and Behavioral Sciences · doi:10.1016/j.sbspro.2016.07.047 · Cited by 29
“…levels of intrinsic motivation, it appears that extrinsic motivation was also a driving force behind participation (similarly to conclusions drawn by Mekler et al., 2015) even if game-inspired design elements like interactivity, feedback and clear goals scaffold students to work on every tasks.”
BackgroundGamificación en el ámbito educativo: Un análisis bibliométrico
Acosta-Medina, J. K., Torres-Barreto, M. L., Álvarez-Melgarejo, M., & Paba-Medina, M. C. (2020) · I+D Revista de Investigaciones · doi:10.33304/revinv.v15n1-2020003 · Cited by 28
Yang, H., & Li, D. (2021) · Technological Forecasting and Social Change · doi:10.1016/j.techfore.2021.120839 · Cited by 29
Feinauer, S., Schuller, L., Groh, I., Huestegge, L., & Petzoldt, T. (2022) · Transportation Research Part F Traffic Psychology and Behaviour · doi:10.1016/j.trf.2022.08.009 · Cited by 34
"Don't Whip Me With Your Games"
Lessel, P., Altmeyer, M., Müller, M., Wolff, C. G., & Krüger, A. (2016) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/2858036.2858463 · Cited by 31
Unir Gamificación y Experiencia de Usuario para mejorar la experiencia docente
Labrador, E., & Villegas, E. (2016) · RIED Revista Iberoamericana de Educación a Distancia · doi:10.5944/ried.19.2.15748 · Cited by 28
The Role of Serious Video Games in the Treatment of Disordered Eating Behaviors: Systematic Review
Tang, W. S. W., Ng, T. J. Y., Wong, J. Z. A., & Ho, C. S. H. (2022) · Journal of Medical Internet Research · doi:10.2196/39527 · Cited by 21
“This is supported by the study by Mekler et al [85], which suggests that gamification elements such as scores and leader boards may function more as an extrinsic source of motivation that increases performance quantity but do not have a significant relationship with competence or intrinsic…”
Cao, Y., Gong, S., Wang, Y., Zheng, Q., & Wang, Z. (2022) · Computers in Human Behavior · doi:10.1016/j.chb.2022.107477 · Cited by 33
Cao, C., & Cheng, S. (2024) · International Journal of Human-Computer Interaction · doi:10.1080/10447318.2024.2338657 · Cited by 27
“…addition to providing a good gaming experience, some scholars have found that competition affordances, together with other perceived gamification affordances, can enhance users’ satisfaction by meeting their psychological needs (Dom � ınguez et al., 2013; Landers et al., 2017; Mekler et al., 2017).”
Bressler, M., Merk, J., Gohlke, T., Kayali, F., Daigeler, A., Kolbenschlag, J., & Prahm, C. (2024) · JMIR Serious Games · doi:10.2196/54193 · Cited by 31
“Work on gamification discusses the roles of intrinsic and extrinsic motivation, as both are important and not sufficiently studied empirically [33,42].”
BackgroundEffect of Gamification on Intrinsic Motivation
Chan, E., Nah, F. F., Liu, Q., & Lu, Z. (2018) · Lecture notes in computer science · doi:10.1007/978-3-319-91716-0_35 · Cited by 33
Dele-Ajayi, O., Strachan, R., Pickard, A., & Sanderson, J. (2018) · Frontiers in Education Conference · doi:10.1109/fie.2018.8658553 · Cited by 22
“Although research suggests that games can be intrinsically motivating [21], [23], [63]–[65], this has not been the case with many digital educational games, with players often reporting them as boring and not providing similarly engaging experiences as entertainment games [66]–[68].”
BackgroundMixed Reality Piano Tutor: A Gamified Piano Practice Environment
Molloy, W., Huang, E., & Wünsche, B. C. (2019) · International Conference on Electronics, Information, and Communication (ICEIC) · doi:10.23919/elinfocom.2019.8706474 · Cited by 36
“gratification [20], [21].”
Altmeyer, M., Tondello, G. F., Krüger, A., & Nacke, L. E. (2020) · Annual Symposium on Computer-Human Interaction in Play · doi:10.1145/3410404.3414232 · Cited by 32
“[23], we decided to show fictitious users, having scores based on the thresholds established before, to ensure that all participants have same chances to rise in ranks.”
BackgroundAhonkhai, A. A., Pierce, L. J., Mbugua, S., Wasula, B., Owino, S. O., Nmoh, A., Idigbe, I. E., Ezechi, O., Amaral, S. G., David, A. N., et al. (2021) · Frontiers in Reproductive Health · doi:10.3389/frph.2021.656507 · Cited by 28
“Leaderboards and Levels Leaderboards and levels serve to provide extrinsic incentives (88), and as progress indicators that can motivate performance (89).”
BackgroundImran, H. (2022) · Journal of Educational Computing Research · doi:10.1177/07356331221144074 · Cited by 36
“However, researchers report mixed fi ndings on the effectiveness of integrating gami fi cation into learning for increasing student motivation and engagement (Hanus & Fox, 2015; Lieberoth, 2015; Mekler et al., 2017; O ’ Donovan et al., 2013).”
BackgroundGamification: a new key for enhancing engagement in MOOCs on energy?
Rincón-Flores, E. G., Mena, J., & Soledad, M. (2020) · International Journal on Interactive Design and Manufacturing (IJIDeM) · doi:10.1007/s12008-020-00701-9 · Cited by 27
“The emotional aspect is given when the student gets recognition for their achievement [43], and the social aspect takes place when the achievements are socialized through a leader board or when the students work collaboratively to complete a challenge or a mission [44].”
BackgroundSchöbel, S., Söllner, M., & Leimeister, J. M. (2016) · SSRN Electronic Journal · doi:10.2139/ssrn.3159163 · Cited by 27
“Furthermore, although gamification can have positive impacts on user engagement, more research has to investigate the role of contextual and situational aspects, as they determine the motivational affordance of gamification element designs (Mekler et al. 2015).”
BackgroundBräuer, P., & Mazarakis, A. (2022) · International Journal of Human-Computer Interaction · doi:10.1080/10447318.2022.2160228 · Cited by 36
“This problem is already known and researchers are looking for a systematic examination of individual game design elements to draw more precise conclusions about their effects (Mazarakis & Br € auer, 2018, 2022; Mekler et al., 2017).”
BackgroundInfluentialKunkel, T., Hayduk, T., & Lock, D. (2023) · European Journal of Marketing · doi:10.1108/ejm-06-2021-0388 · Cited by 26
Gamified Digital Services: How Gameful Experiences Drive Continued Service Usage
Wolf, T., Weiger, W. H., & Hammerschmidt, M. (2018) · Hawaii International Conference on System Sciences (HICSS) · doi:10.24251/hicss.2018.147 · Cited by 26
“, [17, 27, 40, 42]) to additionally allow for perceived pressure as a driver of service usage.”
BackgroundLa ludificación como herramienta pedagógica: algunas reflexiones desde la psicología
Vargas, I. R. P., & Silva, J. A. R. (2019) · Revista de Estudios y Experiencias en Educación · doi:10.21703/rexe.20191836perdomo9 · Cited by 38
"Enable or Disable Gamification?"
Lessel, P., Altmeyer, M., Schmeer, L. V., & Krüger, A. (2019) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3290605.3300380 · Cited by 30
“and received access to their tag ratings to get familiar with their tagging approach [24] to code our tags.”
BackgroundMethodResultInfluentialGamification and customer brand engagement: a review and future research agendas
Malik, G., Pradhan, D., & Rup, B. K. (2024) · Marketing Intelligence & Planning · doi:10.1108/mip-12-2023-0659 · Cited by 30
Walter Terkaj, A., Urgo, M., Kovács, P., Tóth, E., & Mondellini, M. (2024) · Virtual Reality · doi:10.1007/s10055-024-01042-8 · Cited by 38
“Furthermore, serious games in education have also been acknowledged for potential impact on the sense of achievement, engagement, and motivation of the students (Man-zano-León et al. 2021), although these results have not always been confirmed (Mekler et al. 2017).”
The use of leaderboards in education: A systematic review of empirical evidence in higher education
Li, C., Liang, L., Fryer, L. K., & Shum, A. (2024) · Journal of Computer Assisted Learning · doi:10.1111/jcal.13077 · Cited by 48
The Effect of Gamification in Sport Applications
Tóth, Á., & Lógó, E. (2018) · IEEE International Conference on Cognitive Infocommunications · doi:10.1109/coginfocom.2018.8639934 · Cited by 24
How Points and Theme Affect Performance and Experience in a Gamified Cognitive Task
Wiley, K., Vedress, S., & Mandryk, R. L. (2020) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3313831.3376697 · Cited by 26
“, points) is less effective than meaningful gamification, suggesting that points increase motivation due to extrinsic incentives [47], rather than feelings of competence or intrinsic motivation.”
BackgroundExamining the Effects of Feedback-giving as a Gamification Mechanic in Crowd Rating Systems
Tang, J., Zhao, Y., Wang, T., & Zeng, Z. (2021) · International Journal of Human-Computer Interaction · doi:10.1080/10447318.2021.1917866 · Cited by 24
Illustrating a narrative: A test of game elements in game‐like personality assessment
Harman, J. L., & Brown, K. D. (2022) · International Journal of Selection and Assessment · doi:10.1111/ijsa.12374 · Cited by 26
Cao, Y., Gong, S., Wang, Z., Cheng, Y. J., & Wang, Y. (2022) · Journal of Computer Assisted Learning · doi:10.1111/jcal.12652 · Cited by 29
Game Elements towards More Sustainable Learning in Object-Oriented Programming Course
Jusas, V., Barisas, D., & Jančiukas, M. (2022) · Sustainability · doi:10.3390/su14042325 · Cited by 24
Gamifying ESL Classrooms through Gamified Teaching and Learning
Yaccob, N. S., Rahman, S. F. A., Mohamad, S. N. A., Rahim, A. A. A., Rashid, K. K. A., Aldaba, A. M. A., Yunus, M. M., & Hashim, H. B. (2022) · Arab World English Journal · doi:10.24093/awej/call8.12 · Cited by 25
“However, according to Mekler et al. (2017), students' performance did not necessarily reflect their intrinsic motivation.”
BackgroundMethodBraga, B. C., Cash, S. B., Sarson, K., Chang, R., Mosca, A., & Wilson, N. L. W. (2023) · Appetite · doi:10.1016/j.appet.2023.106610 · Cited by 25
Cai, Y., Li, X., & Shi, W. (2023) · Online Information Review · doi:10.1108/oir-05-2021-0288 · Cited by 24
Hu, Y. Z., Wei, H. T., & Chignell, M. (2023) · Computers in Human Behavior · doi:10.1016/j.chb.2023.107952 · Cited by 26
Peña, M. L. M., Magro, C. G., & López, J. M. S. (2023) · Behaviour and Information Technology · doi:10.1080/0144929x.2023.2177823 · Cited by 30
“This perspective complements seminal research that adopted a design-oriented understanding of gami fi cation (e.g. Mekler et al. 2017).”
MethodVillamil, A., & King, S. (2024) · Cyberpsychology Behavior and Social Networking · doi:10.1089/cyber.2023.0001 · Cited by 33
Chen, C., & Huang, S.-K. (2024) · Learning and Instruction · doi:10.1016/j.learninstruc.2024.101995 · Cited by 23
Chen, H., Zhang, Y., Zhang, S., & Lyu, T. (2023) · Education and Information Technologies · doi:10.1007/s10639-023-11771-z · Cited by 28
“The prevalence of these elements in gamification design is mainly due to their ease of application to various types of existing systems (Mekler et al., 2017).”
BackgroundRodrigues, L., Oliveira, W., Toda, A. M., Palomino, P. T., & Isotani, S. (2019) · Anais do ... Simpósio Brasileiro de Informática na Educação/Anais do Simpósio Brasileiro de Informática na Educação · doi:10.5753/cbie.sbie.2019.823 · Cited by 23
“In spite of that, the little evidence of how each gamification element influences users [Mekler et al. 2017] limit our ability to claim our assumption is correct.”
BackgroundMethodInfluentialFostering autonomous motivation: a deeper evaluation of gamified learning
Kam, A. H. T., & Umar, I. N. (2023) · Journal of Computing in Higher Education · doi:10.1007/s12528-023-09358-1 · Cited by 31
“Studies using the IMI in gamification have reported good reliability and factor loading for the subscales (e.g. Mekler et al., 2017).”
Tu, H.-Y., & Lee, S. W. (2024) · Journal of Educational Computing Research · doi:10.1177/07356331241277904 · Cited by 22
“Speci fi c game mechanism, such as challenges, feedback, and rewards, can signi fi cantly boost engagement and learning outcomes by making tasks more enjoyable and providing a sense of accomplishment (Mekler et al., 2017).”
Valverde, G. J., Fabre-Mitjans, N., Paniagua, C. H., & Guimerà-Ballesta, G. (2025) · Education Sciences · doi:10.3390/educsci15030300 · Cited by 29
“Given that the IMI is specifically designed to capture participants’ subjective experiences during or immediately after an activity, it was applied only as a post-test instrument following established research practices (Mekler et al., 2017; Sailer et al., 2017).”
Gamification in human resources management: an agenda suggestion for gamification in HRM
Vardarlıer, P. (2021) · Pressacademia · doi:10.17261/pressacademia.2021.1402 · Cited by 22
Ace Your Self-Study: A Mobile Application to Support Self-Regulated Learning
Baars, M., Zafar, F., Hrehovcsik, M. M., de Jongh, E., & PAAS, F. G. W. C. (2022) · Frontiers in Psychology · doi:10.3389/fpsyg.2022.793042 · Cited by 28
To Use or Not to Use: Impact of Personality on the Intention of Using Gamified Learning Environments
Denden, M., Tlili, A., Abed, M., Bozkurt, A., Huang, R., & Burgos, D. (2022) · Electronics · doi:10.3390/electronics11121907 · Cited by 29
Gamification pedagogy: A motivational approach to student-centric course design in higher education
Gironella, F. (2023) · Journal of University Teaching and Learning Practice · doi:10.53761/1.20.3.04 · Cited by 37
Cultural Heritage Design Element Labeling System With Gamification
Lee, J., Yi, J. H., & Kim, S. (2020) · IEEE Access · doi:10.1109/access.2020.3008270 · Cited by 22
“The Intrinsic Motivation Inventory (IMI) is a self-reporting questionnaire that consists of multi-dimensional components related to intrinsicmotivation to explain behavior and engagement [30], [38], [39].”
BackgroundLin, C.-W., Chien, C.-Y., Ou Yang, C.-P., & Mao, T.-Y. (2022) · Sustainability · doi:10.3390/su15010589 · Cited by 22
Li, X., Yang, Y., & Chu, S. K. W. (2024) · Educational Technology Research and Development · doi:10.1007/s11423-023-10341-x · Cited by 28
“More research is needed to explore the effectiveness of deep gamification on children’s intrinsic motivation for learning (Mekler et al., 2017).”
InfluentialKordyaka, B., Laato, S., Weber, S., Hamari, J., & Niehaves, B. (2024) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3613904.3642786 · Cited by 22
SLSS Gamification as an E-Commerce Model in China
Hu, T. “., Tang, Z. R., Warkentin, M. E., & Wen, N. (2021) · Journal of Computer Information Systems · doi:10.1080/08874417.2021.1949759 · Cited by 21
“15,55 Likewise, the content quality of SLSS gamification generates live-streaming contents and contexts to activate users’ extrinsic motivations for achievements.”
BackgroundThe added value of game elements: better training performance but comparable learning gains
Ninaus, M., Cortez, R. L. A., Hazin, I., Kiili, K. J. M., Wortha, S. M., Klein, E., Weiss, E. M., & Moeller, K. (2023) · Educational Technology Research and Development · doi:10.1007/s11423-023-10263-8 · Cited by 21
“The use of game elements or game-based learning is often justified by increasing the engagement of learners (e.g., Garris et al., 2002; Greipl et al., 2021; Mekler et al., 2017; Ninaus et al., 2015; Plass et al., 2015).”
BackgroundCall, M. W., Fox, E., & Sprint, G. (2021) · IEEE Transactions on Education · doi:10.1109/te.2021.3069945 · Cited by 21
Tang, J., & Prestopnik, N. R. (2019) · Aslib Journal of Information Management · doi:10.1108/ajim-09-2018-0214 · Cited by 21
Huseynov, F. (2020) · Advances in business strategy and competitive advantage book series · doi:10.4018/978-1-7998-5171-4.ch008 · Cited by 24
Understanding how gamification influences consumers’ dietary preferences
Aydın, S. Ö., & Argan, M. (2021) · Journal of Social Marketing · doi:10.1108/jsocm-09-2019-0137 · Cited by 24
Nursing students' opinion on the use of Escape ZOOM® as a learning strategy: Observational study
Cunha, M. L. D. R., Dellê, H., Bergamasco, E. C., et al. (2022) · Teaching and learning in nursing · doi:10.1016/j.teln.2022.09.005 · Cited by 20
Orji, R., Alslaity, A., & Chan, G. (2023) · Behaviour and Information Technology · doi:10.1080/0144929x.2023.2196582 · Cited by 27
Application of serious games in chemical engineering courses
Díaz, I., González, E. J., González‐Miquel, M., et al. (2023) · Education for Chemical Engineers · doi:10.1016/j.ece.2023.10.002 · Cited by 20
How Games are Designed to Increase Students’ Motivation in Learning Physics? A Literature Review
Tinedi, V., Yohandri, Y., & Djamas, D. (2018) · IOP Conference Series Materials Science and Engineering · doi:10.1088/1757-899x/335/1/012065 · Cited by 21
Boendermaker, W. J., Gladwin, T. E., Peeters, M., Prins, P. J. M., & Wiers, R. W. H. J. (2018) · JMIR Serious Games · doi:10.2196/games.8364 · Cited by 20
“A theoretical explanation for the declining motivational effect found, in terms of fewer bonus trials done per session over time, could be that the points awarded during training may be acting primarily as extrinsic motivators [51].”
BackgroundYang, X., Xi, N., Gu, D., Liang, C., Hu, L., Tang, H., & Hamari, J. (2023) · Information & Management · doi:10.1016/j.im.2023.103906 · Cited by 19
Tiemann, R., & Annaggar, A. (2020) · Interactive Learning Environments · doi:10.1080/10494820.2020.1826981 · Cited by 21
“Mekler et al. (2017) and Peng et al. (2012) state that some of the features of video games may address the fundamental components of the self-determination theory: autonomy, competence and relatedness (Deci & Ryan, 1985).”
Background
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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