The DOI matches its Crossref record; 8 of the 8 references it cites were found in a registry or an index.
How to design gamification? A method for engineering gamified software
Open accessAbstract
Abstract Context Since its inception around 2010, gamification has become one of the top technology and software trends. However, gamification has also been regarded as one of the most challenging areas of software engineering. Beyond traditional software design requirements, designing gamification requires the command of disciplines such as (motivational/behavioral) psychology, game design, and narratology, making the development of gamified software a challenge for traditional software developers. Gamification software inhabits a finely tuned niche of software engineering that seeks for both high functionality and engagement; beyond technical flawlessness, gamification has to motivate and affect users. Consequently, it has also been projected that most gamified software is doomed to fail. Objective This paper seeks to advance the understanding of designing gamification and to provide a comprehensive method for developing gamified software. Method We approach the research problem via a design science research approach; firstly, by synthesizing the current body of literature on gamification design methods and by interviewing 25 gamification experts, producing a comprehensive list of design principles for developing gamified software. Secondly, and more importantly, we develop a detailed method for engineering of gamified software based on the gathered knowledge and design principles. Finally, we conduct an evaluation of the artifacts via interviews of ten gamification experts and implementation of the engineering method in a gamification project. Results As results of the study, we present the method and key design principles for engineering gamified software. Based on the empirical and expert evaluation, the developed method was deemed as comprehensive, implementable, complete, and useful. We deliver a comprehensive overview of gamification guidelines and shed novel insights into the nature of gamification development and design discourse. Conclusion This paper takes first steps towards a comprehensive method for gamified software engineering.
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Cites
Design Science in Information Systems Research1
Hevner, A. R., March, S. T., Park, J., & Ram, S. (2004) · MIS Quarterly · doi:10.2307/25148625 · Cited by 10,707 · cited 3×
“We approach the research problem via a design science research approach [31,32]; firstly, by synthesizing the current body of literature on gamification design methods and by interviewing 25 gamification experts thereby producing a comprehensive list of design principles for developing gamified…”
MethodFrom 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
Design science in information systems research
(2004) · Journal of the Association for Information Systems · doi:10.5555/2017212.2017217 · Cited by 8,254
Does 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
Self-citationGuidelines for conducting and reporting case study research in software engineering
Runeson, P., & Höst, M. (2009) · Empirical Software Engineering · doi:10.1007/s10664-008-9102-8 · Cited by 3,862
“Working out for likes”: An empirical study on social influence in exercise gamification
Hamari, J., & Koivisto, J. (2015) · Computers in Human Behavior · doi:10.1016/j.chb.2015.04.018 · Cited by 473
Self-citationAnalyzing the past to prepare for the future
(2002) · MIS Quarterly · doi:10.5555/2017160.2017162 · Cited by 179
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Cited by
Gamifying CBT to deliver emotional health treatment to young people on smartphones
Christie, G. I., Shepherd, M., Merry, S. N., Hopkins, S., Knightly, S., & Stasiak, K. (2019) · Internet Interventions · doi:10.1016/j.invent.2019.100286 · Cited by 81
Alam, M. I., Malone, L., Nadolny, L., Brown, M., & Cervato, C. (2023) · Journal of Computer Assisted Learning · doi:10.1111/jcal.12853 · Cited by 35
Metadata
- Authors
- Morschheuser, B., Hassan, L., Werder, K., & Hamari, J.
- Venue
- Information and Software Technology
- Publisher
- Elsevier BV
- Published
- 2018-03
- Volume
- 95
- Pages
- 219-237
- ISSN
- 0950-5849 (ISSN-L)
- OpenAlex
- W2765506499
- Cited by
- 323
- References
- 8
- FWCI
- 51.53
- Type
- journal article
- Language
- en
- Open access
- bronze
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