The DOI matches its Crossref record; 17 of the 17 references it cites were found in a registry or an index.
Enhancing User Engagement through Gamification
Abstract
Gamification—the use of game elements in non-game contexts—is gaining interest among researchers and practitioners. How gamification enhances user engagement, though, remains unclear, largely due to the lack of a theoretical framework. To narrow the theory gap, this study develops a theoretical model, which draws on cognitive evaluation theory to explain the effects of game dynamics on user engagement, and tests it using data collected from 164 users of a gamified information system. The results reveal that gamification enhances user engagement through the mediation of psychological needs satisfaction (autonomy, competence, and relatedness) between game dynamics and enjoyment. The results suggest that gamification should go beyond merely providing fun and enjoyment; gamification should also generate diverse game dynamics, such as rewards, competition, altruism, and self-expression in a way that helps people to satisfy their psychological needs. The study contributes to a more nuanced understanding of the success of gamification.
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Cites
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“Toward that end, the study develops a theoretical model that predicts user engagement with a gamified IS by drawing on cognitive evaluation theory (CET) [9, 46, 47].”
BackgroundInfluentialFrom game design elements to gamefulness: defining "gamification"
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“Rewards, in terms of earning PLBs as informational feedback (rather than using them to control behavior), have also been shown to enhance autonomy [10].”
BackgroundModern Methods for Business Research
(1998) · doi:10.4324/9781410604385 · Cited by 6,534
Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification
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Burnout and Engagement in University Students: A Cross-National Study
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Enhancing user engagement: The role of gamification in mobile apps
Bitrián, P., Buil, I., & Catalán, S. (2021) · Journal of Business Research · doi:10.1016/j.jbusres.2021.04.028 · Cited by 442
Edney, S., Ryan, J. C., Olds, T., Monroe, C., Fraysse, F., Vandelanotte, C., Plotnikoff, R., Curtis, R., & Maher, C. (2019) · Journal of Medical Internet Research · doi:10.2196/14645 · Cited by 104
Does gamification engage users in online shopping?
García-Jurado, A., Torres-Jiménez, M., Leal-Rodríguez, A. L., & Castro-González, P. (2021) · Electronic Commerce Research and Applications · doi:10.1016/j.elerap.2021.101076 · Cited by 81
Design Foundations for AI Assisted Decision Making: A Self Determination Theory Approach
De Vreede, T., Raghavan, M., & De Vreede, G.-J. (2021) · Proceedings of the Annual Hawaii International Conference on System Sciences · doi:10.24251/hicss.2021.019 · Cited by 42
Role of internet self-efficacy and interactions on blended learning effectiveness
Panigrahi, R., Srivastava, P. R., Panigrahi, P. K., & Dwivedi, Y. K. (2022) · Journal of Computer Information Systems · doi:10.1080/08874417.2021.2004565 · Cited by 19
Metadata
- Authors
- Suh, A., Wagner, C., & Liu, L.
- Venue
- Journal of Computer Information Systems
- Publisher
- Informa UK Limited
- Published
- 2016-10-03
- Volume
- 58
- Issue
- 3
- Pages
- 204-213
- ISSN
- 0887-4417 (ISSN-L)
- 2380-2057
- OpenAlex
- W2527680470
- Cited by
- 230
- References
- 17
- FWCI
- 9.12
- Type
- journal article
- Language
- en
- Open access
- closed
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Bibliographic data: Semantic Scholar, OpenAlex, Crossref.
Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.