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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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Items 301–400 of 987
Suh, A., Cheung, C. M. K., & Lin, Y. (2022) · Industrial Management & Data Systems · doi:10.1108/imds-07-2021-0454 · Cited by 23
Game principle: enhancing learner engagement with gamification to improve learning outcomes
Liu, S., Ma, G., Tewogbola, P. O., Gu, X., Gao, P., Dong, B., He, D., Lai, W., & Wu, Y. (2023) · Journal of Workplace Learning · doi:10.1108/jwl-11-2022-0160 · Cited by 26
Amzalag, M., Kadusi, D., & Peretz, S. (2024) · Journal of Educational Computing Research · doi:10.1177/07356331241236937 · Cited by 28
“Consequently, it is important to use a wide range of methods that can create a balance between the different extrinsic and intrinsic motivating factors (Hamari et al., 2016; Mekler et al., 2017; Thirakulwanich et al., 2020).”
Mellado, R., Cubillos, C., Vicari, R. M., & Gasca‐Hurtado, G. P. (2024) · Applied Sciences · doi:10.3390/app14177933 · Cited by 31
Disengagement From Games: Characterizing the Experience and Process of Exiting Play Sessions
Alexandrovsky, D., Gerling, K., Opp, M. S., Hahn, C. B., Birk, M. V., & Alsheail, M. M. (2024) · Proceedings of the ACM on Human-Computer Interaction · doi:10.1145/3677066 · Cited by 20
“However, how much players adhere to the game is often disentangled from whether they enjoy it [85] or are motivated to play [58, 78, 79].”
Requirements for an Incentive-Based Assistance System for Manual Assembly
Petzoldt, C., Keiser, D., Beinke, T., et al. (2020) · Lecture notes in logistics · doi:10.1007/978-3-030-44783-0_50 · Cited by 19
Chen, S.-L., & Liu, Y.-T. (2021) · Interactive Learning Environments · doi:10.1080/10494820.2021.1961159 · Cited by 17
“, 2015) and analysis of the influencing factors (e.g. Giannako, 2013; Mekler et al., 2017), game-based learning has the potential to enhance learners’ affect and engagement in a problem-solving task (e.”
BackgroundAubert, A. H., Lienert, J., & von Helversen, B. (2022) · International Transactions in Operational Research · doi:10.1111/itor.13206 · Cited by 19
OntoGamif: A modular ontology for integrated gamification
Bouzidi, R., Nicola, A. D., Nader, F., & Chalal, R. (2019) · Applied Ontology · doi:10.3233/ao-190212 · Cited by 19
“Extrinsic motivation is defined as doing something due to a separable outcome, such as pressure or “extrinsic rewards” in the form of money or verbal feedback (e.g., praise) (Mekler et al., 2017, p. 2).”
Smiderle, R., Marques, L. B., Coelho, J. A. P. D. M., Rigo, S. J., & Jaques, P. A. (2019) · IEEE International Conference on Advanced Learning Technologies (ICALT) · doi:10.1109/icalt.2019.00023 · Cited by 19
“The motivation [7], [9], [10], player profile [11], [12] and personality [13], [15] are the characteristics and preferences that have been most investigated.”
BackgroundAndrade, P., Law, E. L., Farah, J. C., & Gillet, D. (2020) · Australian Conference on Human-Computer Interaction (OzCHI) · doi:10.1145/3441000.3441073 · Cited by 25
“Additionally, as observed in findings from previous research [46, 66], students in School A might have felt more attracted to the gamified interfaces due to the novelty effect, thus scoring the usability of the gamified software higher.”
BackgroundMethodResultInfluentialUsing game concepts to improve programming learning: A multi‐level meta‐analysis
Costa, J. M. (2023) · Computer Applications in Engineering Education · doi:10.1002/cae.22630 · Cited by 30
Zeng, C., & Fisher, L. G. (2023) · ECNU Review of Education · doi:10.1177/20965311231171606 · Cited by 34
“At the activity level, SDT is also one of the most established theoretical frameworks adopted by game motivation and gami fi cation research to explain what makes games and game-like environments so engaging (Deterding, 2015; Mekler et al., 2017).”
BackgroundIvarson, E., Erlandsson, V., Faraon, M., & Khatib, S. (2024) · E-Learning and Digital Media · doi:10.1177/20427530241239981 · Cited by 17
“While it has been demonstrated that gami fi ed quizzes could positively affect motivation in learning contexts (Sailer and Sailer, 2021), other studies have found no effect (Mekler et al., 2017; Mitchell et al., 2020).”
Effect of platform gamification rewards on user stickiness
Mou, Y., Ma, Y., Guo, D., & Ding, Z. (2024) · Management Decision · doi:10.1108/md-09-2023-1688 · Cited by 20
Exploring Collaboration in Multiplayer Gamification: A Systematic Literature Review
Heryanto, Firmansyah, F. H., & Rosmansyah, Y. (2024) · IEEE Access · doi:10.1109/access.2024.3477465 · Cited by 26
“These studies specifically emphasize individual engagement and competitive elements in gamification [24], without exploring the dynamics of groups involved in multiplayer contexts.”
BackgroundA Serious Game Accessible to People with Visual Impairments
Salvador-Ullauri, L., Jaramillo-Alcázar, Á., & Luján‐Mora, S. (2017) · International Conference on Education Technology and Computers (ICETC) · doi:10.1145/3175536.3175576 · Cited by 18
“Some studies suggest that, in certain contexts, the elements of the game act as extrinsic incentives [24].”
BackgroundForman, E. M., Manasse, S. M., Dallal, D. H., Crochiere, R. J., Berry, M. P., Butryn, M. L., & Juarascio, A. S. (2020) · Translational Behavioral Medicine · doi:10.1093/tbm/ibaa091 · Cited by 18
“TBM page 1021 of 1022 on or even worsen outcomes in ICT, potentially because they induce additional stress or increase cognitive load [41,55].”
BackgroundGamification of Electronic Negotiation Training: Effects on Motivation, Behaviour and Learning
Schmid, A., & Schoop, M. (2022) · Group Decision and Negotiation · doi:10.1007/s10726-022-09777-y · Cited by 24
“Rankings provide informational feedback (Mekler et al. 2017); however, this feedback is relative and depends on the performances of others.”
BackgroundInfluentialVillegas, E., Labrador, E., Fonseca, D., et al. (2019) · Universal Access in the Information Society · doi:10.1007/s10209-019-00675-w · Cited by 17
Facial and Bodily Expressions of Emotional Engagement
Greipl, S., Bernecker, K., & Ninaus, M. (2021) · Proceedings of the ACM on Human-Computer Interaction · doi:10.1145/3474667 · Cited by 20
Escape room digital para el desarrollo del aprendizaje colaborativo en educación superior
Quintana, N. B., Andonegui, A. R., Portillo, J., et al. (2022) · Education in the Knowledge Society (EKS) · doi:10.14201/eks27126 · Cited by 17
Mohanty, S., & Christopher, B. P. (2023) · The Learning Organization · doi:10.1108/tlo-08-2022-0098 · Cited by 32
Schmidt, C. V. H., Manske, J., & Flatten, T. C. (2023) · Creativity and Innovation Management · doi:10.1111/caim.12572 · Cited by 19
A, E. J. M., & Joy, M. M. (2024) · Behaviour and Information Technology · doi:10.1080/0144929x.2023.2297280 · Cited by 24
“In the gami fi cation environment, adverse intrinsic motivation e ff ects have previously been documented (Mekler et al. 2017; Sailer et al. 2017).”
InfluentialEmpirical Investigation of Participation on Crowdsourcing Platforms
Behl, A., Sheorey, P. A., Chavan, M., Jain, K., & Jajodia, I. (2021) · Journal of Global Information Management · doi:10.4018/jgim.20211101.oa14 · Cited by 17
“Consistent with the results of Dissanayake et al. (2019) and Feng et al. (2018), we also confirm that gamification enhances intrinsic motivation among crowd workers, which in turn translates into higher participation (Mekler et al., 2017; Mekler et al., 2013).”
BackgroundResultOn the Role of Social Comparison Processes in Gamified Work Situations
Huschens, M., Rothlauf, F., & Rothe, R. (2019) · Hawaii International Conference on System Sciences (HICSS) · doi:10.24251/hicss.2019.176 · Cited by 18
“[14] posed the question whether specific game-design elements like leader boards harm intrinsic motivation since users might perceive points, levels and leader boards as controlling and pressuring.”
BackgroundLeaderboard Effects on Player Performance in a Citizen Science GamePreprint
Pedersen, M. K., Rasmussen, N. R., Sherson, J. F., et al. (2017) · arXiv (Cornell University) · doi:10.48550/arxiv.1707.03704 · Cited by 17
Yeh, H., Chang, T., & Li, Y. (2025) · Journal of Services Marketing · doi:10.1108/jsm-08-2024-0423 · Cited by 17
Improving Students' Motivation to Learn through Gamification
Hasan, M. L., Mohyaldinn, M. E., Aziz, N. A. H., & Mohamed, M. A. (2017) · World Engineering Education Forum - Global Engineering Deans Council (WEEF-GEDC) · doi:10.1109/weef.2017.8467059 · Cited by 17
“Reference [38] tried to study the effects of these individual game elements in affective image classification online.”
BackgroundAdaptation of Modified Gamification User Types Scale into Turkish
Taşkın, N., & Çakmak, E. K. (2020) · Contemporary Educational Technology · doi:10.30935/cedtech/7942 · Cited by 17
Oxarart, R. A., & Houghton, J. D. (2021) · Administrative Sciences · doi:10.3390/admsci11020035 · Cited by 25
“Furthermore, these badges were studied in isolation from other gamification elements and, as noted above, gamification is usually studied in terms of bundles of game elements (Mekler et al. 2017; Nacke and Deterding 2017; Sailer et al. 2017).”
BackgroundYang, H., Hu, Z., & Li, D. (2023) · Behaviour and Information Technology · doi:10.1080/0144929x.2023.2214632 · Cited by 17
“These studies found evidence to support that individuals ’ behavioural outcomes can be promoted due to the e ff ective and spontaneous use of gami fi cation (Mekler et al. 2017).”
BackgroundHow does adaptive gamification impact different types of student motivation over time?
Reyssier, S., Serna, A., Hallifax, S., Marty, J.-C., Simonian, S., & Lavoué, É. (2023) · Interactive Learning Environments · doi:10.1080/10494820.2023.2248220 · Cited by 17
“…did not successfully increase intrinsic motivation (Kyewski & Kr¨amer, 2018) and that the use of points, badges, levels and leaderboards did not significantly increase students’ competence, need for satisfaction and intrinsic motivation (Ding et al., 2017; Mekler, Br¨uhlmann, Tuch, & Opwis, 2017).”
Gamification of Behavior Change: Mathematical Principle and Proof-of-Concept Study
Lieder, F., Chen, P.-Z., Prentice, M. S., Amo, V., & Tošić, M. (2023) · JMIR Serious Games · doi:10.2196/43078 · Cited by 24
“Getting the incentives exactly right can be crucial as points, levels, badges, and leaderboards do not foster the user’s intrinsic motivation [46,47] and might sometimes even undermine it when they are not embedded in a compelling narrative [18].”
BackgroundÇiğdem, H., Korkusuz, M. E., & KARAÇALTI, C. (2023) · Computer Applications in Engineering Education · doi:10.1002/cae.22697 · Cited by 26
“Research studies in gamified courses have shown that leaderboards can have positive effects on students' performance [4, 33, 34], course participation [5, 46], and the amount of activity students engage in related to the course [20, 28, 36, 38, 49].”
BackgroundResultInfluentialRethinking Gamification Failure: A Model and Investigation of Gamified System Maladaptive Behaviors
Tseng, S.-L., Sun, H., Santhanam, R., Lu, S., & Thatcher, J. B. (2023) · Information Systems Research · doi:10.1287/isre.2021.0284 · Cited by 18
Measuring the Reliability of a Gamified Stroop Task: Quantitative Experiment
Wiley, K., Berger, P., Friehs, M. A., & Mandryk, R. L. (2024) · JMIR Serious Games · doi:10.2196/50315 · Cited by 16
“These results align with those of other studies, which found that achievement-based game elements are only effective in promoting performance and not motivation [24,25].”
BackgroundResultInfluentialHenning, M., Hagedorn-Hansen, D., & von Leipzig, K. (2017) · The South African Journal of Industrial Engineering · doi:10.7166/28-3-1845 · Cited by 18
“Autonomy is a feeling of being able to direct one’s own actions; people thus need to experience their actions as self-determined rather than as controlled through an outside source [19].”
BackgroundMethodInnovation in project management education - let’s get serious!
Tews, T., Skulmoski, G. J., Langston, C., & Patching, A. (2020) · Construction Economics and Building · doi:10.5130/ajceb.v20i3.7040 · Cited by 16
Alexandrovsky, D., Friehs, M. A., Grittner, J., Putze, S., Birk, M. V., Malaka, R., & Mandryk, R. L. (2021) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3411764.3445689 · Cited by 21
Gamification als didaktisches Mittel in der Hochschulbildung
Tolks, D., & Sailer, M. (2021) · Springer eBooks · doi:10.1007/978-3-658-32849-8_29 · Cited by 27
“1) (Hong und Masood 2014; Mekler et al. 2017; Sailer et al. 2017; Zainuddin et al. 2020).”
BackgroundEliciting preferences for ‘gamified’ travel surveys: a best-worst approach
Verzosa, N., Greaves, S. P., Ellison, R. B., Ellison, A., & Davis, M. (2018) · Transportation research procedia · doi:10.1016/j.trpro.2018.10.039 · Cited by 16
Quintás, A., & Bustamante, J. C. (2021) · Physical Education and Sport Pedagogy · doi:10.1080/17408989.2021.1991905 · Cited by 21
Hew, K. F., & Huang, W. (2023) · Future in Educational Research · doi:10.1002/fer3.9 · Cited by 15
Saprudin, S., Liliasari, L., Setiawan, A., & Prihatmanto, A. S. (2020) · International Journal of Emerging Technologies in Learning (iJET) · doi:10.3991/ijet.v15i09.11779 · Cited by 21
“In general, research related to the implementation of gamification in learning are more focused on the research of how the impact of gamification in changing student behavior, so they are motivated to learn [27, 35, 50, 60, 61, 62, 63, 64, 65, 66, 67], and more engaged in learning activities [20, 21, 25, 28, 31, 32, 6…”
BackgroundInvestigating User-Created Gamification in an Image Tagging Task
Schubhan, M., Altmeyer, M., Buchheit, D., & Lessel, P. (2020) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3313831.3376360 · Cited by 15
“For example, the leaderboard and points element always contained the same leaderboard for every user, similar to [17].”
BackgroundMethodResultInfluentialRodrigues, L., Toda, A. M., Oliveira, W., Palomino, P. T., & Isotani, S. (2020) · Anais do ... Simpósio Brasileiro de Informática na Educação/Anais do Simpósio Brasileiro de Informática na Educação · doi:10.5753/cbie.sbie.2020.461 · Cited by 16
“First, as approaches often lead to designs featuring multiple game elements, it is unclear which game element is actually causing the outcomes (positive or negative), and to what extent each one is contributing [Mekler et al. 2017].”
BackgroundMore Gamification Is Not Always Better
Mogavi, R. H., Haq, E.-U., Gujar, S., Hui, P., & Ma, X. (2022) · Proceedings of the ACM on Human-Computer Interaction · doi:10.1145/3555553 · Cited by 15
“note that user engagement can be effectively enhanced by means of points, levels, and leaderboards [66].”
BackgroundMethodToward a More Secure HRIS: The Role of HCI and Unconscious Behavior
Zafar, H., Randolph, A. B., Martin, N., & Behavior, S. (2017) · AIS Transactions on Human-Computer Interaction · doi:10.17705/1thci.00089 · Cited by 15
Gandolfi, E. (2018) · E-Learning and Digital Media · doi:10.1177/2042753018757757 · Cited by 15
“This scale has been widely adopted for deepening well-being motivations (Williams et al., 1996), work predispositions (Baard et al., 2004), and gamification drivers (Mekler et al., 2017), and it can be aligned with the focus of the present article.”
BackgroundQiaoLe: Accessing Traditional Chinese Musical Instruments in VR
Zhang, J., & Bryan–Kinns, N. (2022) · IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) · doi:10.1109/vrw55335.2022.00080 · Cited by 14
Pandey, V., & Ansari, S. (2023) · Information Systems Frontiers · doi:10.1007/s10796-023-10433-2 · Cited by 19
“This is an interesting deviation from past gamification literature, where gamification has been found to significantly impact extrinsic motivations (Liu et al., 2020; Suh et al., 2018; Wang et al., 2017).”
Wen, F.-H., Wu, T., & Hsu, W.-C. (2023) · Science Progress · doi:10.1177/00368504231205985 · Cited by 24
Game on: Can gamification enhance productivity?
Rahiman, H. U., Kodikal, R., & Suresh, S. (2023) · F1000Research · doi:10.12688/f1000research.131579.2 · Cited by 15
“This challenge remains at the industry level where the Gulf region is dominated by energy and power sectors, and transportation and logistics in which gamification isn ’ t much entertained in operational level (Mekler et al., 2017; Mitchell et al., 2017).”
BackgroundTandon, U., & Ertz, M. (2023) · Current Psychology · doi:10.1007/s12144-023-05379-2 · Cited by 15
“This finding contradicts previous investigations (Jones et al., 2014; Feng et al., 2018; Mekler et al., 2017).”
The Digital Platform and Its Emerging Role in Decentralized Clinical Trials
Copland, R. R., Hanke, S., Rogers, A., Mpaltadoros, L., Lazarou, I., Zeltsi, A., Nikolopoulos, S., MacDonald, T. M., & Mackenzie, I. S. (2024) · Journal of Medical Internet Research · doi:10.2196/47882 · Cited by 19
Erümit, S. F., & Yılmaz, T. K. (2021) · Technology Pedagogy and Education · doi:10.1080/1475939x.2021.2006077 · Cited by 16
“and gamification has been found to be an effective way to increase motivation (Kuutti, 2013; Mekler et al., 2017).”
BackgroundInfluentialBibliometric Analysis of Game-Based Researches in Educational Research
Ekin, C. Ç., & Gül, A. (2022) · International Journal of Technology in Education · doi:10.46328/ijte.341 · Cited by 15
“, 2013; Uz Bilgin & Gul, 2019; Lui, 2022), and extrinsic motivation (Dewi,& Verawati, 2022; Mekler et al., 2017).”
BackgroundEiselt, A.-K., Kirkendall, S., Xiong, E., Langner, D., & Goldfarb, M. B. (2026) · Frontiers in Digital Health · doi:10.3389/fdgth.2025.1713334 · Cited by 20
Playing alone: can game design elements satisfy user needs in gamified mHealth services?
Mitchell, R., Schuster, L., & Jin, H. S. (2021) · Health Promotion International · doi:10.1093/heapro/daab168 · Cited by 14
The Impact of Gamification on the Time-Limited Writing Performance of English Majors
Zhihao, Z., & Yu, Z. (2022) · Education Research International · doi:10.1155/2022/4650166 · Cited by 13
Altmeyer, M., Zenuni, B., Spelt, H., Jegen, T., Lessel, P., & Krüger, A. (2022) · Proceedings of the ACM on Human-Computer Interaction · doi:10.1145/3549491 · Cited by 12
“To ensure comparability, the general task and platform were similar to those used by Mekler et al. [49–51].”
BackgroundMethodResultInfluentialHoang, T.-H., & Le, Q. H. (2024) · Current Research in Behavioral Sciences · doi:10.1016/j.crbeha.2024.100148 · Cited by 22
Petrusly, P., Kollo, F. L., Bani, M. D. S., Mahfud, T., & Zulkarnain, Z. (2024) · doi:10.53555/kuey.v30i5.1524 · Cited by 12
How does Juicy Game Feedback Motivate? Testing Curiosity, Competence, and Effectance
Kao, D., Ballou, N., Gerling, K., Breitsohl, H., & Deterding, S. (2024) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3613904.3642656 · Cited by 16
A vignette study among order pickers about the acceptance of gamification.
Putz, L.-M., Hofbauer, F., & Mates, M. (2019) · Cited by 13
Conquering the Iron Throne: Using Classcraft to Foster Students' Motivation in the EFL Classroom.
Rivera-Trigueros, I., & Pérez, M. D. M. S. (2020) · Institutional Repository of the University of Granada (University of Granada) · Cited by 13
Jacob, A., Faatz, A., Knüppe, L., & Teuteberg, F. (2022) · Business Process Management Journal · doi:10.1108/bpmj-08-2021-0564 · Cited by 23
Altmeyer, M., Hnatovskiy, V., Rogers, K., Lessel, P., & Nacke, L. E. (2022) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3491102.3517581 · Cited by 18
Zainuddin, Z., Chu, S. K. W., & Perera, C. J. (2024) · Springer eBooks · doi:10.1007/978-981-97-2219-8_3 · Cited by 20
User-based Evaluation of Gamification Elements in an Educational Application
Andrade, P., & Law, E. L. (2018) · Electronic workshops in computing · doi:10.14236/ewic/hci2018.27 · Cited by 14
“Moreover, as most empirical studies have analysed gamification as a group of elements, no concrete conclusions have been presented so far regarding the contribution of individual gamification elements from students‟ and teachers‟ perspectives (Mekler et al., 2017).”
BackgroundA Gamified Approach to Achieve Excellence in Programming
Kumar, B., & Sharma, K. (2018) · International Conference on Computing Sciences (ICCS) · doi:10.1109/iccs.2018.00026 · Cited by 14
“Structural gamification is the process of making use of game elements such as points, badges and leaderboard; which are an integral part of learning process [19].”
BackgroundJacob, A., Faatz, A., Knüppe, L., & Teuteberg, F. (2021) · International Journal of Human-Computer Interaction · doi:10.1080/10447318.2021.1952804 · Cited by 14
“During the experiment, they began to perceive the feedback as “informational” (Mekler et al., 2017) and appreciated the clearly defined goals together with the inherent expectations and the possibility to develop selfefficacy and satisfaction because of the completion of the goals (Bandura, 1993;…”
BackgroundInfluentialDoes Gamification in Education Work?: Experimental Evidence from Chile
Araya, R., Ortiz, E. A., Bottan, N. L., & Cristia, J. (2019) · doi:10.18235/0001721 · Cited by 13
The power of play: gamification in virtual workplace training
Eger, V. M., Georganta, E., Zuercher, P.-D., Mueller, F., Bohné, T., & Diefenbach, S. (2024) · European Journal of Work and Organizational Psychology · doi:10.1080/1359432x.2024.2412360 · Cited by 16
“Similarly, Mekler et al. (2017) showed that game elements did not support autonomy in training when perceived as exter-nal incentives (for an overview, see Deci et al., 1999).”
Addressing Waste Separation With a Persuasive Augmented Reality App
Schäper, P., Riedmann, A., Oberdörfer, S., Krähe, M., & Lugrin, B. (2022) · Proceedings of the ACM on Human-Computer Interaction · doi:10.1145/3546740 · Cited by 16
“Choice of task order [6] Contextual embedding [46] Competence Visual tracking of progress [6, 17, 45, 46] Visually appealing game elements [32] Positive feedback [6, 17, 45, 46] Relatedness Interaction with virtual characters [43] Narrative with a relevant role for the user [43, 46] 3 CONTRIBUTION…”
BackgroundKam, A. H. T., & Umar, I. N. (2022) · Education and Information Technologies · doi:10.1007/s10639-022-11519-1 · Cited by 12
“More recent studies using the IMI in gamification research also reported good reliability and factor loading for the subscales (e.g. Mekler et al., 2017).”
MethodLan, X., Song, B., & Kiousis, S. K. (2023) · International Journal of Human-Computer Interaction · doi:10.1080/10447318.2023.2291612 · Cited by 15
“…motivation has long been regarded as a central advantage of gamification, and the mechanics used in gami-fied systems are often referred to as “motivational affordances” (Alsawaier, 2018; Deterding, 2011; Hamari et al., 2014; Huotari & Hamari, 2017; Mekler et al., 2017; Weiser et al., 2015).”
Hernanz, V., Cosculluela, C. L., Suárez, C., & Lanchares, E. (2024) · Education and Information Technologies · doi:10.1007/s10639-024-12779-9 · Cited by 32
“In fact, driven by interest and personal satisfaction in learning, intrinsic motivation positively correlates with the learning performance of Higher Education students (Mekler et al., 2017).”
Shadbad, F. N., Bahr, G., Luse, A., & Hammer, B. I. (2023) · AIS Transactions on Human-Computer Interaction · doi:10.17705/1thci.00189 · Cited by 15
Huang, Y.-T., & Wang, T.-H. (2025) · Interactive Learning Environments · doi:10.1080/10494820.2024.2446538 · Cited by 22
“Although gamified learning appears successful, many researchers have noted that the sustainable impact of gamified teaching or platforms could be limited to the short term only (Li & Chu, 2021; Li, Yang, et al., 2024; Mekler et al., 2017).”
Gamification for air quality education: A systematic literature review
Daemei, A. B., Lovreglio, R., Feng, Z., Paes, D., & Miller, C. (2025) · Building and Environment · doi:10.1016/j.buildenv.2025.112526 · Cited by 21
Conceptual Modeling in Human Resource Management: A Design Research Approach
Saarlandes, U. D., Strohmeier, S., & Röhrs, F. (2017) · AIS Transactions on Human-Computer Interaction · doi:10.17705/1thci.00088 · Cited by 14
Gamification and Its Application in the Social Environment
Cordero-Brito, S., & Mena, J. (2020) · Journal of Information Technology Research · doi:10.4018/jitr.2020070104 · Cited by 12
A Blended Learning with Gamification Approach for Teaching Programming Courses in Higher Education
Đambić, G., Kesscec, T., & Kučak, D. (2021) · doi:10.23919/mipro52101.2021.9597167 · Cited by 12
“As suggested in [17] and [18], when gamification consumers perceive gamification elements as informational, it may give them feelings of competence and achievement and hence it might enhance intrinsic motivation and promote performance gains.”
BackgroundPercepciones de los estudiantes de posgrado ante la gamificación del aula con Quizizz
Díaz, M. M., & García, J. I. R. (2022) · Texto Livre Linguagem e Tecnologia · doi:10.35699/1983-3652.2022.36941 · Cited by 15
Krpan, D., & Urbaník, M. (2021) · Behavioural Public Policy · doi:10.1017/bpp.2021.40 · Cited by 16
The Evolution of Enterprise Gamification in the Digital Era and the Role of Value-Based Models
Sam-Epelle, I., Olayinka, O., & Jones, P. (2022) · Sustainability · doi:10.3390/su14159251 · Cited by 12
Personalized Motivation-supportive Messages for Increasing Participation in Crowd-civic Systems
Grau, P., Naderi, B., & Kim, J. (2018) · Proceedings of the ACM on Human-Computer Interaction · doi:10.1145/3274329 · Cited by 12
“Motivation orientation has been used as a measure in other studies regarding voluntary participation, for example in online communities [4] and also in regards to gamification [24].”
Gamification in Business: A Review of the Studies
Kalafatoğlu, Y. (2020) · Eurasian studies in business and economics · doi:10.1007/978-3-030-52294-0_4 · Cited by 12
YILDIZ, V. A., & KILIÇ, D. (2021) · Turkish Journal of Education · doi:10.19128/turje.832203 · Cited by 23
“Intrinsic motivation thus refers to the pursuit of an activity because it is interesting or enjoyable (Mekler et al., 2017).”
BackgroundStudents’ Evidential Increase in Learning Using Gamified Learning Environment
Vanduhe, V. Z., Hassan, H. F., Oluwajana, D. I., Nat, M. C., Idowu, A., Agbo, J. J., & Okunlola, L. (2018) · Advances in intelligent systems and computing · doi:10.1007/978-3-030-02686-8_82 · Cited by 12
Nivedhitha, K. S. (2022) · Behaviour and Information Technology · doi:10.1080/0144929x.2022.2093792 · Cited by 14
“Gami fi cation creates a hedonic environment that induces individuals to seek challenges and achieve competence (Mekler et al. 2017; Xi and Hamari 2019).”
BackgroundExploring Intrinsic Motivating Factors in Gamified Context: A Mixed-Method Study
A, E. J. M., & Joy, M. M. (2022) · International Journal of Human-Computer Interaction · doi:10.1080/10447318.2022.2104018 · Cited by 11
“Instead of these economic benefits, gamification applies an enjoyment or recognition mechanism to evoke the intrinsic motivation of users (Mekler et al., 2017).”
BackgroundInfluentialNavarro-Mateos, C., Mora-González, J., & López, I. J. P. (2023) · Games for Health Journal · doi:10.1089/g4h.2023.0059 · Cited by 22
What drives decision makers to follow or ignore forecasting tools - A game based analysis
Lackes, R., Siepermann, M., & Vetter, G. (2019) · Journal of Business Research · doi:10.1016/j.jbusres.2019.02.036 · Cited by 11
Chen, J., Yang, S., & Mei, B. (2021) · Sustainability · doi:10.3390/su13147919 · Cited by 15
Considerations on the Curation of Educational Apps for Digital Play and Learning
Lim, F. V., & Toh, W. (2022) · Contemporary Educational Technology · doi:10.30935/cedtech/11809 · Cited by 11
“The extrinsic motivation can develop into intrinsic motivation (Malone & Lepper, 1987) when the child experiences both feelings of competence and autonomy (Mekler et al., 2017) as well as develops interest in specific areas.”
BackgroundGupta, K., Su, Y., Kunkel, T., & Funk, D. C. (2022) · Internet Research · doi:10.1108/intr-07-2021-0434 · Cited by 14
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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