The maturing of gamification research
Abstract
Throughout history, many have championed the use of play, games, and game-inspired design to improve the human condition. In the mid-2000s, the confluence of web technologies, digital business models, and online and location-based gaming gave rise to the most recent manifestation of this basic idea. Mobile applications like foursquare and websites like StackOverflow borrowed design elements like point scores, badges, or leaderboards from social network games and meta-gaming systems like Xbox Live to motivate user activity. This industry practice quickly became known as gamification, which can be defined as the use of game design elements in non-game contexts (Deterding, Dixon, Khaled, & Nacke, 2011). Many startups and design agencies emerged to offer gamification design or software-as-a-service (SaaS) packages, and large organisations (e.g., Oracle and SAP) across the globe began exploring gamification as a way to motivate people and improve the user experience. Applications reach from education and training to health, self-management, innovation, employee engagement, heritage, crowdsourcing, civic engagement, and marketing (Seaborn & Fels, 2015). Today, gamification is an established practice and industry segment, by some estimates poised to grow to over US$ 11 billion by 2020 (Markets and Markets, 2016). A key enabler of this groundswell has been now-ubiquitous sensor and computing technology: smart cities, smartphones, and wearables are increasingly tracking and processing our every step, effectively turning our life-world into a digital game in waiting. In parallel, we see a shift to post-material values of selfexpression and experience, catered to by a dematerialized ‘experience economy’ and a new profession and practice of experience designers, as well as the growth of digital games into a dominant cultural form, complete with a whole ‘gamer generation’ socialised into them. Economically, we can observe the transformation of business models and market differentiators towards innovation, user experience, customer relations, and the tight integration of customers into value chains with user-led innovation,
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TL;DR
This editorial introduces a *Computers in Human Behavior* special issue on gamification, arguing that the field has matured from asking whether gamification works to asking how, when, and when not particular design elements work. It synthesizes ten special-issue papers across three domains: theory-driven empirical studies, design methods, and application contexts.
Key findings
- The editorial characterizes the first wave of gamification research as definitions/frameworks, technical system papers, and blanket "does gamification work?" effect studies, and claims the current wave is more theoretically grounded, methodologically rigorous, and differentiated.
- Summarized special-issue results include: Mekler et al. found performance increased significantly versus a non-gamified control, but no significant differences in competence need satisfaction or intrinsic motivation emerged; Landers, Bauer & Callan found leaderboards may function as implicit goal-setting, with performance on leaderboards of difficult/impossible high scores comparable to explicit difficult/impossible goals, and goal commitment moderating performance; Hamari's two-year field experiment on a peer-to-peer trading platform found badges significantly increased mean numbers of core activities (trade proposals, transactions, commenting, page views); Landers & Armstrong found participants overall expected greater value from gamified instructions, moderated by game attitude and experience; Fitz-Walter et al.'s four-week field study found gamification was enjoyable but did not change learner-driver behaviour.
- The editorial identifies remaining gaps: a limited scope of design elements studied (points, badges, levels, leaderboards) and theories (self-determination theory, increasingly goal-setting); a lack of long-term, in-the-wild studies measuring both psychological mediators and behavioural outcomes; non-standardized interventions and measures preventing comparison and meta-analysis; and little rigorous evaluation of design methods or of person-versus-situation effects.
Methods
- Design: editorial/commentary introducing a special issue; no primary empirical data collected.
- Material: ten papers in the special issue (Barata et al.; Landers & Armstrong; Hamari; Landers, Bauer & Callan; Mekler et al.; Cruz, Hanus & Fox; Malinverni et al.; Rapp; Fitz-Walter et al.; Caro et al.), many first submitted at Gamification 2013.
- Analysis: narrative synthesis organizing the papers into three themes — theory-driven empirical studies, design studies, and deepening/extension of application contexts — followed by a forward-looking discussion of open challenges.
Limitations
- Not stated in the paper: the editorial does not state limitations of its own approach.
- Evident from the text: as an editorial it is a selective, non-systematic narrative synthesis of a single special issue rather than a systematic review, and its claims about the field's "maturity" rest on the included papers and the authors' judgment rather than on a defined sampling or coding procedure.
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- Interpretationcitation§ 1. Introduction · p. 3
Gamification research is today showing early signs of institutionalising as a cross-disciplinary field.
“we are today seeing early signs of gamification research institutionalising as a cross-disciplinary field in the form of dedicated professorships, 1 educational programs, 2 collected volumes (Fuchs, Ruffino, & Schrape, 2014; Walz & Deterding, 2015; Reiners & Wood, 2015; Stieglitz et al., 2016), and academic conferences like Gamification 2013”
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- cites Walz & Deterding, 2015
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- Premisecitation§ 1. Introduction · p. 3
The first wave of gamification research predominantly consisted of definitions, frameworks and taxonomies; technical papers describing systems, designs, and architectures; and effect and user studies of gamified systems.
“The first wave of gamification research has predominantly consisted of (1) definitions, frameworks and taxonomies for gamification and game design elements; (2) technical papers describing systems, designs, and architectures; and (3) effect and user studies of gamified systems (Hamari, Koivisto, & Sarsa, 2014; Seaborn & Fels, 2015).”
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- Premisecitation§ 2.1 Theory-driven Empirical Studies · p. 4
Landers et al. (2016) found that leaderboards may function as an implicit form of goal-setting, inviting users to self-set performance goals at or near the top of the leaderboard.
“Findings suggest that leaderboards indeed may function as an implicit form of goal-setting, inviting users to self-set performance goals at or near the top of the leaderboard”
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- Premisecitation§ 2.2 Design Studies · p. 5
Malinverni et al. (2016) present and evaluate an inclusive design method for developing game interventions that are both therapeutically effective and engaging and enjoyable for children with Autism Spectrum Disorder.
“they present and evaluate an inclusive design method for developing game interventions that are both therapeutically effective and engaging and enjoyable for children with Autism Spectrum Disorder (ASD).”
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- Premisecitation§ 2.1 Theory-driven Empirical Studies · p. 4
Mekler et al. (2015) found that compared to a non-gamified control condition, performance did increase significantly.
“They found that compared to a non-gamified control condition, performance did increase significantly”
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- Interpretationnone given§ 2.1 Theory-driven Empirical Studies · p. 3
The majority of papers in this special issue manifest a maturation from theory-less effect studies to theory-driven studies exploring how particular design elements work.
“The majority of papers in this special issue in various ways manifest this maturation from theory-less effect studies asking whether gamification works to theory-driven studies exploring how particular design elements work.”
Quote in the paperSubstantial claim - Premisecitation§ 2.3 Deepening and Extension of Application Contexts · p. 6
Early gamification research focused on a few contexts like education and traditional human-computer interaction scenarios such as calibrations.
“early research very much focused on a few contexts like education (Kapp, 2012; Nah et al., 2014; Seaborn & Fels, 2015) and traditional human-computer interaction scenarios such as calibrations (Flatla et al., 2011).”
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- Premisecitation§ 2.1 Theory-driven Empirical Studies · p. 4
The motivational effect of an environmental stimulus depends on the individual's interpretation, its meaning or 'functional significance'.
“Their findings highlight a key tenet of SDT, namely that the motivational effect of an environmental stimulus depends on the individual's interpretation , its meaning or 'functional significance' (Deci & Ryan, 1985).”
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- Premisecitation§ 2.3 Deepening and Extension of Application Contexts · p. 6
Gamification was found to be enjoyable in Fitz-Walter et al.'s four-week field study.
“while gamification was found to be enjoyable”
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- Premisecitation§ 2.1 Theory-driven Empirical Studies · p. 4
Individual goal commitment moderates performance with leaderboards as it does with explicit goals.
“the authors found that individual goal commitment, an established individual moderator in goal-setting theory, moderates performance with leaderboards as it does with explicit goals.”
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- Premisecitation§ 2.2 Design Studies · p. 5
Rapp (2015) developed nine guidelines for the design of gamified systems based on factors like opportunities for social interaction and user representation as well as rewards.
“Based on factors like opportunities for social interaction and user representation as well as rewards, Rapp develops nine guidelines for the design of gamified systems.”
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- Premisecitation§ 2.1 Theory-driven Empirical Studies · p. 4
Mekler et al. (2015) observed no significant differences in competence need satisfaction or intrinsic motivation.
“however, they observed no significant differences in competence need satisfaction or intrinsic motivation emerged.”
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- Premisecitation§ 2.1 Theory-driven Empirical Studies · p. 4
Hamari (2016) found that awarding badges significantly increased the mean number of all core activities on the platform: making trade proposals, carrying out transactions, commenting, and viewing pages.
“Hamari found that awarding badges for them significantly increased the mean number of all core activities on the platform: making trade proposals, carrying out transactions, commenting, and viewing pages.”
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- Premisecitation§ 2.2 Design Studies · p. 5
Gamification design has been dominated by industry publications and frameworks, the majority of which have been neither validated nor grounded in game research or game design.
“Gamification design has been dominated by industry publications and frameworks, the majority of which have been neither validated nor grounded in game research or game design (Deterding, 2015a).”
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- Premisecitation§ 2.1 Theory-driven Empirical Studies · p. 4
People's performance on leaderboards populated with high scores that are difficult or impossible to achieve was comparable to that of people being given explicit difficult or impossible goals.
“people's performance on leaderboards populated with high scores that are difficult or impossible to achieve was comparable to that of people being given explicit difficult or impossible goals.”
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- Premisecitation§ 2.2 Design Studies · p. 5
Several scholars called for systematic research into challenges, heuristics, tools, and methods around designing gamification.
“Thus, several scholars called for systematic research into challenges, heuristics, tools, and methods around designing gamification (Deterding et al., 2013; Mora et al., 2015; Morschheuser et al., 2017).”
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- Premisecitation§ 2.1 Theory-driven Empirical Studies · p. 5
Landers and Armstrong (2015) found that participants expected greater value from gamified instructions overall.
“Overall, participants expected greater value from gamified instructions”
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- Premisecitation§ 2.1 Theory-driven Empirical Studies · p. 4
Depending on design features and players' need for achievement, achievements could be experienced as intrinsically motivating competence boosts or more extrinsically motivated ego boosts and social status signals.
“Depending both on the design features of different platforms and games and players' need for achievement, they could be experienced as intrinsically motivating competence boosts or more extrinsically motivated ego boosts and social status signals relating to how others perceive and appreciate one's own achievement.”
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- Interpretationcitation§ 3. Looking Ahead · p. 7
Barata et al. show that there can also be important context-specific individual differences such as learning performance.
“Barata et al. show that there can also be important context-specific individual differences such as learning performance.”
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Caro and Malinverni with their colleagues expose how current gamification applications and methods are mostly limited to adults without disabilities.
“And Caro and Malinverni with their colleagues expose how current gamification applications and methods are mostly limited to adults without disabilities, urging us to better understand and design for all audiences.”
Quote in the paperSubstantial claim - Premisecitation§ 2.1 Theory-driven Empirical Studies · p. 5
Different users may be more or less keen on adopting gamified systems depending on their attitude towards and prior experience with games.
“Landers and Armstrong (2015) further showcase that different users may be more or less keen on adopting gamified systems depending on their attitude towards and prior experience with games - a key tenet of the Technology-Enhanced Training Effectiveness Model (Landers & Callan, 2012).”
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- Premisecitation§ 3. Looking Ahead · p. 7
Gamification design research faces the research/practice hurdle of much human-computer interaction research - most research outcomes are not adopted by practitioners because they are unknown or impractical.
“gamification design research faces the research/practice hurdle of much human-computer interaction research - most research outcomes are not adopted by practitioners because they are unknown or impractical (Rogers, 2004).”
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- Interpretationcitation§ 3. Looking Ahead · p. 7
As Fitz-Walter and colleagues demonstrate, the very kind of activity might lend itself more or less to being gamified.
“But as Fitz-Walter and colleagues demonstrate, the very kind of activity might lend itself more or less to being gamified.”
Quote in the paperNot a substantial claim - Interpretationcitation§ 2.3 Deepening and Extension of Application Contexts · p. 6
This calls into question whether gamification is equally effective in different contexts.
“This calls into question whether gamification is equally effective in different contexts.”
Quote in the paperSubstantial claim - Premisecitation§ 2.3 Deepening and Extension of Application Contexts · p. 6
Gamification did not change behaviour in Fitz-Walter et al.'s four-week field study.
“it did not change behaviour.”
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Interpretationnone given§ 1. Introduction · p. 3As a research field, gamification has risen to significance in the past six years and shows no sign of slowing growth.
“As a research field, gamification has similarly risen to significance in the past six years and shows no sign of slowing growth.”
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Premisecitation§ 2.1 Theory-driven Empirical Studies · p. 3Theories integrate and explain divergent empirical findings, identify relevant hypotheses to test next, and give practitioners knowledge to understand and predict when and how which particular design will be effective or not.
“These theories integrate and explain divergent empirical findings, identify relevant hypotheses to test next, and give practitioners a form of knowledge that helps understand and predict when and how which particular design will be effective or not (Whitley, Kite, & Adams, 2013, pp. 34-39; Deterding, 2014).”
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Interpretationnone given§ 2.1 Theory-driven Empirical Studies · p. 3Studies in the first wave helped establish the face validity of gamification, but their knowledge returns diminished quickly.
“While studies in this mode helped establish the face validity of gamification, their knowledge returns diminished quickly.”
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Premisecitation§ 2.2 Design Studies · p. 5A subsequent exploratory study suggests that the resultant game, Pico's Adventure, was successful at instigating social interaction between children and their parents, as well as amongst children with ASD.
“A subsequent exploratory study suggests that the resultant, game, Pico's Adventure , was successful at instigating social interaction between children and their parents, as well as amongst children with ASD.”
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Interpretationreasoning§ 2.3 Deepening and Extension of Application Contexts · p. 6The assessment of effective learning strategies remains a hard problem in any field of research, due to a lack of long-term studies that systematically analyse the effect of gamified interventions on student learning.
“However, the assessment of effective learning strategies remains a hard problem in any field of research. This is due to a lack of long-term studies that systematically analyse the effect of gamified interventions on student learning.”
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Interpretationreasoning§ 2.3 Deepening and Extension of Application Contexts · p. 6The studies in this section of the special issue extend knowledge of where and why gamification may succeed or fail.
“The studies presented in this section of our special issue extend our knowledge of where and why gamification may succeed or fail (e.g., gamifying drive logging).”
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Interpretationcitation§ 2.1 Theory-driven Empirical Studies · p. 4Game design elements increase performance, but not through intrinsic motivation.
“In short, game design elements do increase performance, but not through intrinsic motivation, giving rise to the question what other psychological mediators account for their effect.”
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Interpretationreasoning§ 2. Articles in this Special Issue · p. 3The papers collected in this special issue share a common trait of maturity compared to the first wave of gamification research.
“If the papers collected in this volume share one common trait compared to the first wave of gamification research, it is maturity.”
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Interpretationreasoning§ 2. Articles in this Special Issue · p. 3The papers in this special issue mark a maturation in three research domains: theory-driven empirical studies, design methods, and application areas.
“the papers collected here mark a maturation in three research domains: (1) theory-driven empirical studies, (2) design methods, and (3) application areas.”
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Premisecitation§ 2.3 Deepening and Extension of Application Contexts · p. 6Many scholars have cautioned that not all activities and contexts lend themselves equally to being gamified, with involuntary tasks and funerals as prime examples.
“many scholars have cautioned that not all activities and contexts lend themselves equally to being gamified, involuntary tasks and the proverbial funeral being prime examples (Kim, 2012; Webb, 2013; Mollick & Rothbard, 2014; Deterding, 2014a).”
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Premisecitation§ 2.1 Theory-driven Empirical Studies · p. 5The effect of gamified instructions on expected value was moderated by attitude and experience: participants with positive attitudes and high experience expected to benefit more from gamification, while those with negative attitudes and little experience expected more benefits from traditional instruction.
“but as predicted, this effect was moderated by attitude and experience: Participants with positive attitudes towards and high experience in games expected to benefit more from gamification, while participants with negative attitudes and little experience expected more benefits from traditional instruction.”
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Interpretationnone given§ 2. Articles in this Special Issue · p. 3The current wave of gamification research is asking differentiated questions around 'how?', 'when?', and 'how and when not?' rather than fundamental 'what?' and 'why?' questions.
“If the first wave of gamification research was held together by fundamental questions of 'what?' and 'why?', the current wave is asking differentiated questions around 'how?', 'when?', and 'how and when not?'”
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Premisecitation§ 2.3 Deepening and Extension of Application Contexts · p. 6Much literature claims that games are about learning at their core, leading to the focus of early gamification research on education.
“Much literature claims that games are about learning at their core (Gee, 2005; Isbister et al., 2010), leading to the aforementioned focus of early gamification research on education.”
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Premisecitation§ 2.1 Theory-driven Empirical Studies · p. 4Different players ascribed different meanings and functions to achievements and reported analogous different uses and experiences.
“Different players ascribed different meanings and functions to achievements and reported analogous different uses and experiences.”
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Premisecitation§ 2.2 Design Studies · p. 5Caro et al. (2016) used a long-term six-month pre-evaluation and participatory design approach to arrive at a game that is demonstrably engaging and helpful to children with motor coordination problems.
“They used a long-term six-month pre-evaluation to understand patient needs before proceeding to the gameful design phase, pursuing a participatory design approach to arrive at a game that is demonstrably engaging and helpful to children with motor coordination problems.”
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Premisecitation§ 2.1 Theory-driven Empirical Studies · p. 3The first wave of empirical gamification research asked the blanket question 'does gamification work?', testing a wide diversity of gamified systems with an equally wide range of effect measures.
“The first wave of empirical gamification research asked the blanket question, 'does gamification work?', testing a wide diversity of gamified systems with an equally wide range of effect measures (Hamari, Koivisto, & Sarsa, 2014; Seaborn & Fels, 2015).”
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Interpretationreasoning§ 2. Articles in this Special Issue · p. 3The maturity of the papers in this volume owes to the extensive review and revision the articles have undergone since their submission.
“This maturity undoubtedly (hopefully!) owes to the extensive review and revision the articles have undergone since their submission, for which we thank our many reviewers and authors.”
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Interpretationcitation§ 2.1 Theory-driven Empirical Studies · p. 4Theory holds value not just for quantitative, hypothetico-deductive gamification research, but can also enrich and deepen the analysis of qualitative, exploratory studies.
“Cruz, Hanus, and Fox (2016) nicely demonstrate that theory holds value not just for quantitative, hypothetico-deductive gamification research, but can also enrich and deepen the analysis of qualitative, exploratory studies.”
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Interpretationnone given§ 3. Looking Ahead · p. 6The articles in this volume speak of a more mature mode of scholarship than first studies, which often lacked theoretical grounding, methodological rigour, and differentiation.
“Where first studies often lacked in theoretical grounding, methodological rigour, and differentiation, the articles in this volume speak of a more mature mode of scholarship.”
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Interpretationreasoning§ 3. Looking Ahead · p. 7The articles in this special issue underline that one size does not fit all.
“Finally looking at application contexts , the articles in this special issue underline that one size does not fit all.”
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Interpretationreasoning§ 2.1 Theory-driven Empirical Studies · p. 4Hamari's paper demonstrates the uptake of goal-setting in the theoretical canon of gamification research.
“the paper nevertheless demonstrates the uptake of goal-setting in the theoretical canon of gamification research.”
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Premisecitation§ 3. Looking Ahead · p. 7Much has been made about the individual differences of 'player types' in existing literature.
“Much has been made about the individual differences of 'player types' in existing literature (Deterding, 2015a; Tondello et al., 2016).”
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Interpretationreasoning§ 3. Looking Ahead · p. 6Many challenges and open questions remain for gamification research going forward.
“Yet many challenges and open questions remain for gamification research going forward.”
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Interpretationnone given§ 3. Looking Ahead · p. 7We are seeing a welcome broadening from points/badges/leaderboards to other features and aspects of game design, and a merging of design concerns like participation or inclusion with motivation as the core concern of gamification.
“Moving on to designing gamification , we are seeing a welcome broadening from points/badges/leaderboards to other features and aspects of game design, and a merging of design concerns like participation or inclusion with motivation as the core concern of gamification.”
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Interpretationnone given§ 3. Looking Ahead · p. 6In understanding how gamification works, studies are now isolating individual design elements and building on theories to derive and test hypotheses.
“In terms of understanding how gamification works , we are now seeing studies isolating individual design elements, building on theories to derive and test hypotheses.”
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Interpretationnone given§ 3. Looking Ahead · p. 6Over the past six years, gamification has grown from a novel research topic into a thriving multidisciplinary field.
“Over the past six years, gamification has grown from a novel research topic into a thriving multidisciplinary field.”
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Interpretationnone given§ 3. Looking Ahead · p. 7Gamification research promises no less than a science of how individual design elements, dimensions, and qualities affect user experience and engagement, with near-limitless applications.
“Gamification research promises no less than a science of how individual design elements, dimensions, and qualities affect user experience and engagement, with near-limitless applications.”
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Premisecitation§ 2.1 Theory-driven Empirical Studies · p. 4SDT suggests that points, badges and leaderboards, visualising progress made, serve as informational feedback instilling a sense of intrinsically motivating competence in the user.
“SDT would suggest that points, badges and leaderboards, visualising progress made, serve as informational feedback instilling a sense of intrinsically motivating competence in the user.”
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Interpretationnone given§ 3. Looking Ahead · p. 7Many studies are still to some extent comparing apples with oranges, testing different implementations of design elements with different effect measures.
“Finally, many studies are still to some extent comparing apples with oranges, testing different implementations of design elements with different effect measures.”
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Interpretationreasoning§ 3. Looking Ahead · p. 7While gamification research is maturing, it is most certainly still in the early years of a long life.
“In short, while gamification research is maturing, it is most certainly still in the early years of a long life.”
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Interpretationnone given§ 3. Looking Ahead · p. 7There is a dearth of rigorous evaluation studies comparing different proposed methods, principles, tools both in terms of process quality and outcome quality.
“But again, there is a dearth of rigorous evaluation studies comparing different proposed methods, principles, tools both in terms of process quality (such as time efficiency or self-efficacy of designers) and outcome quality (such as quantity and effectiveness of produced designs).”
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Premisecitation§ 2.3 Deepening and Extension of Application Contexts · p. 6The Barata et al. study ends with a rich array of design lessons.
“The study ends with a rich array of design lessons that we can take as inspirations to our gameful design practices.”
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Interpretationnone given§ 3. Looking Ahead · p. 7Studies with rigorous designs that assess both psychological mediators and behavioural outcomes, long-term and in the wild, are still lacking.
“Yet we are still dearly lacking studies with rigorous designs that assess both psychological mediators and behavioural outcomes - and do so long-term and in the wild, not just short-term and in the lab.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S2 (checkable).
Interpretationreasoning§ 3. Looking Ahead · p. 7We are just at the beginning of understanding what gamification design elements and methods best map onto what application domains.
“We are just at the beginning of understanding what gamification design elements and methods best map onto what application domains”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
Premisecitation§ 2.3 Deepening and Extension of Application Contexts · p. 6The Barata et al. study goes in depth about student learner types and different personalised ways of engagement.
“The study goes in depth about student learner types and different personalised ways of engagement.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Barata et al. (2016)
Not checked in the free run.
Probably not a substantial claim: may not pass S2 (checkable). May combine two claims.
Interpretationreasoning§ 3. Looking Ahead · p. 7All of that says nothing yet about the relative impact of person versus situation on the effects of gamification, let alone potential interaction effects of the two.
“And all of that says nothing yet about the relative impact of person versus situation on the effects of gamification, let alone potential interaction effects of the two.”
Quote in the paperNot a substantial claimClassified as probably not a substantial claim. May combine two claims.
Interpretationnone given§ 3. Looking Ahead · p. 6The scope of elements being explored is limited (points, badges or levels, leaderboards), as is the canon of theories (SDT and increasingly, goal-setting).
“Still, the scope of elements being explored is limited (points, badges or levels, leaderboards), as is the canon of theories (SDT and increasingly, goal-setting) - fertile unexplored ground for future work.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S2 (checkable), S4 (based).
Interpretationnone given§ 3. Looking Ahead · p. 7At the heart of the gamification design process is the development of gameful systems, which are complex combinations and interactions between elements.
“However, at the heart of the gamification design process is the development of gameful systems, which are complex combinations and interactions between elements.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S4 (based). May combine two claims.
Interpretationnone given§ 3. Looking Ahead · p. 7We know extremely little about the actual effect of 'player types', and the effectiveness of designing with player types in mind, let alone individual differences beyond them.
“We know extremely little about the actual effect of 'player types', and the effectiveness of designing with player types in mind, let alone individual differences beyond them.”
Quote in the paperNot a substantial claimClassified as probably not a substantial claim.
Interpretationcitation§ 3. Looking Ahead · p. 7Current gamification research in its almost singular focus on player types seems blissfully unaware of 40 years of person-situation debate in psychology.
“In a sense, current gamification research in its almost singular focus on player types seems blissfully unaware of 40 years of person-situation debate in psychology (Donellan, Lucas, & Fleeson, 2009).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Donellan, Lucas, & Fleeson, 2009
Not checked in the free run.
Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).
Interpretationreasoning§ 2. Articles in this Special Issue · p. 3The maturity of the papers in this volume is indicative of the field as a whole.
“However, as this volume holds even more papers submitted on an open call following Gamification 2013 , it is also indicative of the field as a whole.”
Quote in the paperNot a substantial claim
Claims other papers make about this one
Each is checked against this paper’s own text: does it say what the citing paper says it does?
Different results were also found in the application of the same type of game elements regarding motivation, engagement, or learning performance.
“Different results were also found in the application of the same type of game elements regarding motivation, engagement, or learning performance (Dichev & Dicheva, 2017;Nacke & Deterding, 2017).”
From Online learning readiness and attitudes towards gaming in gamified online learning – a mixed methods case study (2018) · cites this paper as Nacke & Deterding, 2017
Self-check
Percentages, sums and reported differences re-computed from the paper’s own numbers.
Each contradiction between two passages listed here was confirmed by an independent check.
Conflicting year for Caro and colleagues
MinorThe FroggyBobby study is cited as 2016 in the text but listed as 2015 in the special-issue references.
“Caro et al. (2016) describe a design case in FroggyBobby”
“Caro, K., Tentori, M., Martinez-Garcia, A. I., & Zavala-Ibarra, I. (2015). FroggyBobby: An exergame to support children with motor problems practicing motor coordination exercises”
Conflicting year for Hamari
MinorThe same badge field experiment is dated 2016 in the text and 2015 in the special-issue references.
“Another appeal to goal-setting theory comes from Hamari (2016). In Do badges increase user activity? A field experiment on the effects of gamification”
“Hamari, J. (2015). Do badges increase user activity? A field experiment on the effects of gamification.”
Conflicting year for Landers, Bauer and Callan
MinorThe article is cited as a 2016 study in the text but listed as a 2015 article in the special-issue references.
“Landers, Bauer and Callan (2016)”
“Landers, R. N., Bauer, K. N., & Callan, R. C. (2015). Gamification of task performance with leaderboards: A goal setting experiment.”
Conflicting year for Cruz, Hanus and Fox
MinorThe text dates their study to 2016, while the special-issue reference dates the same article to 2015.
“Cruz, Hanus, and Fox (2016)”
“Cruz, C., Hanus, M. D., & Fox, J. (2015). The need to achieve: Players' perceptions and uses of extrinsic meta-game reward systems for video game consoles.”
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Gamification applications in E-learning: a literature review
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Impact of Gamification on User Experience: An Empirical Review
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- Authors
- Nacke, L. E., & Deterding, S.
- Affiliations
- University of Waterloo (CA)
- University of York (GB)
- Corresponding author
- Nacke, Lennart E.
- Deterding, Sebastian
- Venue
- Computers in Human Behavior
- Publisher
- Elsevier BV
- Published
- 2017-06
- Volume
- 71
- Pages
- 450-454
- ISSN
- 0747-5632 (ISSN-L)
- OpenAlex
- W2576624358
- Semantic Scholar
- 84af759a128b16871fae5247d7ea30f2456abc3c
- Cited by
- 493
- References
- 56
- Citations by year
- 2026: 32 · 2025: 37 · 2024: 53 · 2023: 67 · 2022: 60 · 2021: 75 · 2020: 60 · 2019: 49 · 2018: 45 · 2017: 15
- FWCI
- 93.27
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- Computers in Human Behavior (publishedVersion)
- Funders
- NSERC (RGPIN-418622-2012)
- SWaGUR: Saskatchewan-Waterloo Games User Research (IT07255)
- SSHRC (895-2011-1014)
- EPSRC/AHRC/InnovateUK (EP/M023265/1)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Human Factors and Ergonomics › Employee Performance and Management
- Social Sciences › Business, Management and Accounting › Organizational Behavior and Human Resource Management › Job Satisfaction and Organizational Behavior
- Keywords
- gamification, performance management systems, employee performance, employee engagement, perceived justice, job satisfaction, occupational stressors, organizational support, organizational commitment, mediating mechanisms
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Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
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