Cited by 493Educational Games and GamificationEmployee Performance and ManagementJob Satisfaction and Organizational Behavior

The maturing of gamification research

Nacke, Lennart E., Deterding, Sebastian·2017·Computers in Human Behavior

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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Written from the paper’s full text.

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.

Model-written summary. Check it against the paper before relying on it.

Integrity signals

Registry

Crossref · 10.1016/j.chb.2016.11.062

Cites

56 of 56 references verified0 citation errors · 0 not checkable

Statistics

Nothing to recompute.

Claims the paper makes

0 of 46 cited sources checked · 0 supported · 0 flagged

  • 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 Fuchs, Ruffino, & Schrape, 2014

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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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    • cites Landers, Bauer and Callan (2016)

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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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    • cites Malinverni, Mora-Guiard, Padillo, Valero, Hervàs and Pares (2016)

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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
    § 1. Introduction · p. 3

    As 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. 3

    Theories 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. 3

    Studies 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.”
    Quote in the paperSubstantial claim
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    Premisecitation
    § 2.2 Design Studies · p. 5

    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.

    “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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    • cites Malinverni et al. (2016)

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    Interpretationreasoning
    § 2.3 Deepening and Extension of Application Contexts · p. 6

    The 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.”
    Quote in the paperSubstantial claim
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    Interpretationreasoning
    § 2.3 Deepening and Extension of Application Contexts · p. 6

    The 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).”
    Quote in the paperSubstantial claim
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    Interpretationcitation
    § 2.1 Theory-driven Empirical Studies · p. 4

    Game 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.”
    Quote in the paperSubstantial claim
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    Interpretationreasoning
    § 2. Articles in this Special Issue · p. 3

    The 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.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim. May combine two claims.

    Interpretationreasoning
    § 2. Articles in this Special Issue · p. 3

    The 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.”
    Quote in the paperSubstantial claim
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    Premisecitation
    § 2.3 Deepening and Extension of Application Contexts · p. 6

    Many 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).”
    Quote in the paperNot a substantial claim0 of 3 sources checked
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    Premisecitation
    § 2.1 Theory-driven Empirical Studies · p. 5

    The 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.”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Landers and Armstrong (2015)

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    Interpretationnone given
    § 2. Articles in this Special Issue · p. 3

    The 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?'”
    Quote in the paperNot a substantial claim
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    Premisecitation
    § 2.3 Deepening and Extension of Application Contexts · p. 6

    Much 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.”
    Quote in the paperNot a substantial claim0 of 2 sources checked
    • cites Gee, 2005

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    Premisecitation
    § 2.1 Theory-driven Empirical Studies · p. 4

    Different 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.”
    Quote in the paperSubstantial claim0 of 1 sources checked
    • cites Cruz, Hanus, and Fox (2016)

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    Premisecitation
    § 2.2 Design Studies · p. 5

    Caro 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.”
    Quote in the paperNot a substantial claim0 of 1 sources checked
    • cites Caro et al. (2016)

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    Premisecitation
    § 2.1 Theory-driven Empirical Studies · p. 3

    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.

    “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).”
    Quote in the paperSubstantial claim0 of 2 sources checked
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    Interpretationreasoning
    § 2. Articles in this Special Issue · p. 3

    The 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.”
    Quote in the paperNot a substantial claim
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    Interpretationcitation
    § 2.1 Theory-driven Empirical Studies · p. 4

    Theory 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.”
    Quote in the paperNot a substantial claim
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    Interpretationnone given
    § 3. Looking Ahead · p. 6

    The 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.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Interpretationreasoning
    § 3. Looking Ahead · p. 7

    The 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.”
    Quote in the paperSubstantial claim
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    Interpretationreasoning
    § 2.1 Theory-driven Empirical Studies · p. 4

    Hamari'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.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Premisecitation
    § 3. Looking Ahead · p. 7

    Much 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. 6

    Many 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. 7

    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.

    “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.”
    Quote in the paperNot a substantial claim
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    Interpretationnone given
    § 3. Looking Ahead · p. 6

    In 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.”
    Quote in the paperSubstantial claim
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    Interpretationnone given
    § 3. Looking Ahead · p. 6

    Over 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.”
    Quote in the paperNot a substantial claim
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    Interpretationnone given
    § 3. Looking Ahead · p. 7

    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.

    “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.”
    Quote in the paperNot a substantial claim
  • Classified as probably not a substantial claim.

    Premisecitation
    § 2.1 Theory-driven Empirical Studies · p. 4

    SDT 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. 7

    Many 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. 7

    While 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. 7

    There 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. 6

    The 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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    § 3. Looking Ahead · p. 7

    Studies 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.”
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    Interpretationreasoning
    § 3. Looking Ahead · p. 7

    We 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”
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    Premisecitation
    § 2.3 Deepening and Extension of Application Contexts · p. 6

    The 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.”
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    Interpretationreasoning
    § 3. Looking Ahead · p. 7

    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.

    “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 claim
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    Interpretationnone given
    § 3. Looking Ahead · p. 6

    The 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 claim
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    Interpretationnone given
    § 3. Looking Ahead · p. 7

    At 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 claim
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    Interpretationnone given
    § 3. Looking Ahead · p. 7

    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.

    “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 claim
  • Classified as probably not a substantial claim.

    Interpretationcitation
    § 3. Looking Ahead · p. 7

    Current 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
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    Interpretationreasoning
    § 2. Articles in this Special Issue · p. 3

    The 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
41 of 41

Claims other papers make about this one

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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

    Minor

    The FroggyBobby study is cited as 2016 in the text but listed as 2015 in the special-issue references.

  • Conflicting year for Hamari

    Minor

    The same badge field experiment is dated 2016 in the text and 2015 in the special-issue references.

  • Conflicting year for Landers, Bauer and Callan

    Minor

    The article is cited as a 2016 study in the text but listed as a 2015 article in the special-issue references.

  • Conflicting year for Cruz, Hanus and Fox

    Minor

    The text dates their study to 2016, while the special-issue reference dates the same article to 2015.

4 of 4

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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
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

About these checks

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.

Claims read by deepseek-v4.1-flash under definition version 3 (extract-v3) on 2026-10-10.

Classified by jev-1.13-20260917 (gold-guideline-v0.2) on 2026-10-10.

Statistics and arithmetic are recomputed, not judged.

Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.

What counts as a claim ›How we measure confidence ›How we check this ›

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