Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification
Open accessAbstract
This paper reviews peer-reviewed empirical studies on gamification. We create a framework for examining the effects of gamification by drawing from the definitions of gamification and the discussion on motivational affordances. The literature review covers results, independent variables (examined motivational affordances), dependent variables (examined psychological/behavioral outcomes from gamification), the contexts of gamification, and types of studies performed on the gamified systems. The paper examines the state of current research on the topic and points out gaps in existing literature. The review indicates that gamification provides positive effects, however, the effects are greatly dependent on the context in which the gamification is being implemented, as well as on the users using it. The findings of the review provide insight for further studies as well as for the design of gamified systems.
The claims and statistics of this paper haven’t been checked yet.
Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.
Integrity signals
Registry
Cites
Statistics
Claims the paper makes
The claims and statistics of this paper haven’t been checked yet.
Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.
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?
Conclusive meta-analytic evidence on the effectiveness of gamification in the context of learning and education has yet to be provided.
“Even though considerable research efforts have been made in this field (Hamari et al. 2014;Seaborn and Fels 2015), conclusive meta-analytic evidence on the effectiveness of gamification in the context of learning and education has yet to be provided.”
From The gamification of learning: a meta-analysis (2020) · cites this paper as Hamari et al. 2014
Section 5.3 says the review could not conduct a formal meta-analysis because the studies varied greatly in outcomes and methods. The paper includes education and learning studies, but it does not establish that no conclusive meta-analytic evidence had been provided elsewhere specifically for that context. (LLM, conf=0.82)
Experimental — accuracy not yet measuredThe use of standardized instruments can help to ensure the comparability of study results and the reliable measurement of variables.
“The use of standardized instruments can help to ensure the comparability of study results and further ensure the reliable measurement of variables (see Hamari et al. 2014).”
From The gamification of learning: a meta-analysis (2020) · cites this paper as Hamari et al. 2014
Section 5.3 says future gamification-study results could be made more comparable through proper psychometric measurements, among other methods. Section 5.1 identifies the lack of validated psychometric measurements for experiences and attitudes as a methodological shortcoming. The paper does not specifically say that standardized instruments ensure reliable measurement of variables generally. (LLM, conf=0.82)
Experimental — accuracy not yet measuredAn appropriate design of gamification can meet learners' psychological needs and promote goal-oriented behavior and autonomous learning.
“The research also indicates that an appropriate design of gamification can meet the psychological needs of learners and promote goal-oriented behavior as well as autonomous learning [11].”
From Design and Implementation of Gamified Augmented Reality Learning System to Enhance Biodiversity Education (2026) · cites this paper as [11]
Section 4.2 (page unavailable) says the reviewed studies examined motivation and other psychological outcomes; the study summary in §5.3 (page unavailable) includes achieving learning goals in an online learning environment. The review does not establish that gamification meets learners’ psychological needs or promotes autonomous learning, and listing learning goals as an outcome studied does not show that goal-oriented behavior improved. (LLM, conf=0.83)
Experimental — accuracy not yet measuredDigital platforms' gamification elements, rewards, and personalized recommendations reinforce novelty seeking behaviors by providing immediate feedback and tailored content.
“Many digital platforms also often incorporate gamification elements, rewards, and personalized recommendations and such features act to reinforce novelty seeking behaviors by providing immediate feedback and tailored content based on users' preferences and past engagement (Hamari et al., 2014).”
From The impact of digital technology, social media, and artificial intelligence on cognitive functions: a review (2023) · cites this paper as Hamari et al., 2014
The Introduction describes game-like features as a means of supporting user engagement and positive patterns of service use. The review also discusses rewards and feedback, but it does not establish that gamification or personalized recommendations reinforce novelty-seeking through immediate feedback and content tailored to users’ preferences. Its mention of a possible “novelty effect” in §4.3 is not a finding about novelty-seeking behavior. (LLM, conf=0.87)
Experimental — accuracy not yet measuredGamification has a positive influence on users.
“In their literature review of empirical studies on gamification, Hamari et al. (2014) indicated that gamification has a positive influence on users.”
From Monitoring Systems for Checking Websites on Accessibility (2021) · cites this paper as Hamari et al. (2014)
The strength of gamification's influence depends on the particular application and user.
“But how strong this influence is, depends on the particular application and user.”
From Monitoring Systems for Checking Websites on Accessibility (2021) · cites this paper as Hamari et al. (2014)
The results of this meta-analysis can weaken the fear that effects of gamification might not persist in the long run.
“The results of this meta-analysis can weaken the fear that effects of gamification might not persist in the long run and might thus contradict the interpretations presented in reviews (see Hamari et al. 2014;Seaborn and Fels 2015).”
From The gamification of learning: a meta-analysis (2020) · cites this paper as Hamari et al. 2014
Different gamification elements represent motivational affordances that can influence psychological outcomes.
“Previous research suggests that different gamification elements represent motivational affordances that can influence psychological outcomes [23].”
From Examining the effectiveness of gamification in mental health apps for depression: Systematic review and meta-analysis (2021) · cites this paper as [23]
Gamification has a positive impact on user behaviour.
“aligning with the broader findings of Hamari et al. (2014) and Suh et al. (2015, 2016) regarding gamification's positive impact on user behaviour”
From An Experimental Analysis of Gamification’s Impact on Customer Engagement and Retention in Subscription-Based Business Models (2026) · cites this paper as Hamari et al. (2014)
Gamification has emerged as a promising approach for increasing engagement, motivation, and user participation.
“Gamification - defined as the application of game design elements in non-game contexts - has emerged as a promising approach for increasing engagement, motivation, and user participation (Deterding et al., 2011; Hamari et al., 2014).”
From An Experimental Analysis of Gamification’s Impact on Customer Engagement and Retention in Subscription-Based Business Models (2026) · cites this paper as Hamari et al., 2014
Gamification is an active methodology that can enhance students' motivation and engagement through the use of game elements in non-game-related contexts.
“Gamification constitutes an active methodology that can enhance students' motivation and engagement and involves the use of game elements in non-game-related contexts”
From Integrating Augmented Reality, Gamification, and Serious Games in Computer Science Education (2023) · cites this paper as [22]
Studies exploring gamification show that the use of game design elements (eg, points and scoreboards) can improve motivation.
“This finding is supported by studies exploring gamification of tasks, where the use of game design elements (eg, points and scoreboards) can improve motivation [47,48].”
From Wearable technology for high-frequency cognitive and mood assessment in major depressive disorder: longitudinal observational study (2019) · cites this paper as [48]
Self-check
Percentages, sums and reported differences re-computed from the paper’s own numbers.
The self-check needs the paper’s full text.
Cites
The theory of planned behavior
Ajzen, I. (1991) · Organizational Behavior and Human Decision Processes · doi:10.1016/0749-5978(91)90020-t · Cited by 90,587 · see citing works
Ryan, R. M., & Deci, E. L. (2000) · American Psychologist · doi:10.1037//0003-066x.55.1.68 · Cited by 27,815 · see citing works
From 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 · see citing works
Analyzing the Past to Prepare for the Future: Writing a Literature Review
Webster, J., & Watson, R. T. (2002) · MIS Quarterly · doi:10.2307/4132319 · Cited by 7,449 · see citing works
Deci, E. L., Koestner, R., & Ryan, R. M. (1999) · Psychological Bulletin · doi:10.1037/0033-2909.125.6.627 · Cited by 7,176 · cited 1× · see citing works
“[6]) and hence would in essence undermine gamification which is an attempt to afford for the emergence of intrinsic motivations.”
BackgroundExtrinsic and Intrinsic Motivation to Use Computers in the Workplace <sup>1</sup>
Davis, F. D., Bagozzi, R. P., & Warshaw, P. R. (1992) · Journal of Applied Social Psychology · doi:10.1111/j.1559-1816.1992.tb00945.x · Cited by 6,231 · cited 1× · see citing works
“attitude formation and behavior; (2) the nature of the system: is the system in question utilitarian or hedonic in nature [5][39]; and (3) the involvement of the user: is it cognitive or affective in nature [43].”
BackgroundUser Acceptance of Hedonic Information Systems1
van der Heijden, H. (2004) · MIS Quarterly · doi:10.2307/25148660 · Cited by 3,850 · see citing works
Motivations for Play in Online Games
Yee, N. (2006) · CyberPsychology & Behavior · doi:10.1089/cpb.2006.9.772 · Cited by 2,939 · see citing works
Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps
Zichermann, G., & Cunningham, C. J. L. (2011) · Cited by 2,390 · see citing works
Gamifying learning experiences: Practical implications and outcomes
Domínguez‐Díaz, A., Saenz-de-Navarrete, J., de‐Marcos, L., Sanz, L. F., Pagés, C., & Martínez-Herráiz, J.-J. (2013) · Computers & Education · doi:10.1016/j.compedu.2012.12.020 · Cited by 2,189 · see citing works
The Personal Involvement Inventory: Reduction, Revision, and Application to Advertising
Zaichkowsky, J. L. (1994) · Journal of Advertising · doi:10.1080/00913367.1943.10673459 · Cited by 1,737 · see citing works
Meta-Analysis: Cumulating Research Findings across Studies
Feldman, J. M., Hunter, J. E., Schmidt, F. L., & Jackson, G. B. (1984) · Academy of Management Review · doi:10.2307/258247 · Cited by 1,199 · see citing works
Huotari, K., & Hamari, J. (2012) · International Academic Mindtrek Conference (Mindtrek) · doi:10.1145/2393132.2393137 · Cited by 1,155 · see citing works
Self-citationMeta-Analysis: Cumulating Research Findings across Studies
Hunter, J. E., Schmidt, F. L., & Jackson, G. B. (1986) · Educational Researcher · doi:10.2307/1175263 · Cited by 792 · see citing works
Hamari, J. (2013) · Electronic Commerce Research and Applications · doi:10.1016/j.elerap.2013.01.004 · Cited by 687 · see citing works
Self-citationThe effect of virtual achievements on student engagement
Denny, P. C. (2013) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/2470654.2470763 · Cited by 500 · see citing works
Social Motivations To Use Gamification: An Empirical Study Of Gamifying Exercise
Hamari, J., & Koivisto, J. (2013) · European Conference on Information Systems · Cited by 411 · see citing works
Self-citationSteering user behavior with badges
Anderson, A., Huttenlocher, D. P., Kleinberg, J. M., & Leskovec, J. (2013) · International World Wide Web Conference (WWW) · doi:10.1145/2488388.2488398 · Cited by 367 · see citing works
Player Types: A Meta-synthesis
Hamari, J., & Tuunanen, J. (2014) · Transactions of the Digital Games Research Association · doi:10.26503/todigra.v1i2.13 · Cited by 355 · see citing works
Self-citationTechnical opinionMotivational affordances
Zhang, P. (2008) · Communications of the ACM · doi:10.1145/1400214.1400244 · Cited by 354 · see citing works
Jung, J. H., Schneider, C., & Valacich, J. S. (2010) · Management Science · doi:10.1287/mnsc.1090.1129 · Cited by 332 · see citing works
Game design as marketing: How game mechanics create demand for virtual goods
Hamari, J., & Lehdonvirta, V. (2010) · International journal of business science & applied management. · doi:10.69864/ijbsam.5-1.48 · Cited by 328 · see citing works
Self-citationRemoving gamification from an enterprise SNS
Thom, J., Millen, D. R., & DiMicco, J. M. (2012) · ACM Conference on Computer Supported Cooperative Work (CSCW) · doi:10.1145/2145204.2145362 · Cited by 283 · see citing works
Results from deploying a participation incentive mechanism within the enterprise
Farzan, R., DiMicco, J. M., Millen, D. R., Dugan, C., Geyer, W., & Brownholtz, E. A. (2008) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/1357054.1357145 · Cited by 258 · see citing works
Calibration games: making calibration tasks enjoyable by adding motivating game elements
Flatla, D. R., Gutwin, C., Nacke, L. E., Bateman, S., & Mandryk, R. L. (2011) · Proceedings of the 24th annual ACM symposium on User interface software and technology · doi:10.1145/2047196.2047248 · Cited by 244 · see citing works
Myths and Realities of Respondent Engagement in Online Surveys
Guin, T. D.-L., Baker, R., Mechling, J., & Ruyle, E. (2012) · International Journal of Market Research · doi:10.2501/ijmr-54-5-613-633 · Cited by 237 · see citing works
Empirical Study on the Effect of Achievement Badges in TRAKLA2 Online Learning Environment
Hakulinen, L., Auvinen, T., & Korhonen, A. (2013) · doi:10.1109/latice.2013.34 · Cited by 228 · see citing works
Li, W., Grossman, T., & Fitzmaurice, G. W. (2012) · ACM Symposium on User Interface Software and Technology (UIST) · doi:10.1145/2380116.2380131 · Cited by 223 · see citing works
Framework for Designing and Evaluating Game Achievements
Hamari, J., & Eranti, V. (2011) · doi:10.26503/dl.v2011i1.545 · Cited by 222 · see citing works
Self-citationQuality through flow and immersion
Eickhoff, C., Harris, C. G., de Vries, A. P., & Srinivasan, P. (2012) · International ACM SIGIR Conference on Research and Development in Information Retrieval (SIGIR) · doi:10.1145/2348283.2348400 · Cited by 190 · see citing works
(2013) · RMIT Research Repository (RMIT University Library) · Cited by 171 · see citing works
Evaldsson, A. (2009) · doi:10.1007/978-0-230-27468-6_22 · Cited by 161 · see citing works
Applying game achievement systems to enhance user experience in a photo sharing service
Montola, M., Nummenmaa, T., Lucero, A., Boberg, M., & Korhonen, H. (2009) · International Academic Mindtrek Conference (Mindtrek) · doi:10.1145/1621841.1621859 · Cited by 157 · see citing works
Fitz-Walter, Z., Tjondronegoro, D., & Wyeth, P. A. (2011) · Australian Computer-Human Interaction Conference (OzCHI) · doi:10.1145/2071536.2071554 · Cited by 153 · see citing works
Encouraging user behaviour with achievements: An empirical study
Grant, S., & Betts, B. (2013) · International Conference on Mining Software Repositories (MSR) · doi:10.1109/msr.2013.6624007 · Cited by 117 · see citing works
Gamification of online idea competitions: insights from an explorative case
Witt, M., Scheiner, C. W., & Robra-Bissantz, S. (2011) · GI-Jahrestagung · Cited by 114 · see citing works
Encouraging user participation in a course recommender system: An impact on user behavior
Farzan, R., & Brusilovsky, P. L. (2010) · Computers in Human Behavior · doi:10.1016/j.chb.2010.08.005 · Cited by 100 · see citing works
Discovery-based games for learning software
Dong, T., Dontcheva, M., Joseph, D., Karahalios, K. G., Newman, M., & Ackerman, M. S. (2012) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/2207676.2208358 · Cited by 94 · see citing works
High Score! - Motivation Strategies for User Participation in Virtual Human Development
Halan, S., Rossen, B., Cendan, J. C., & Lok, B. C. L. (2010) · Lecture notes in computer science · doi:10.1007/978-3-642-15892-6_52 · Cited by 59 · see citing works
Meta-synthesis of player typologies
Tuunanen, J., & Hamari, J. (2012) · doi:10.26503/dl.v2012i1.604 · Cited by 51 · see citing works
Self-citationGetting a clue: creating student detectives and dragon slayers in your library
Smith, A., & Baker, L. (2011) · Reference Services Review · doi:10.1108/00907321111186659 · Cited by 50 · see citing works
Evaluation of a pervasive game for domestic energy engagement among teenagers
Gustafsson, A., & Bång, M. (2008) · International Conference on Advances in Computer Entertainment Technology (ACE) · doi:10.1145/1501750.1501804 · Cited by 42 · see citing works
Flagged first, then by citations
1 of the 43 references couldn’t be matched to a known paper.
Research works printed but not linked: 5
- [7]7. E.L. Deci, and R.M. Ryan, Self-Determination, New Jersey, John Wiley & Sons Inc, 1985.
- [15]15. R. Farzan, J.M. DiMicco, D.R. Millen, B. Brownholtz, W. Geyer, and C. Dugan, "When the experiment is over: Deploying an incentive system to all the users", In Symposium on Persuasive Technology, 2008.
- [24]24. J. Hamari, "Perspectives from behavioral economics to analyzing game design patterns: loss aversion in social games", In the CHI 2011 Social Games Workshop, May 7- 12, 2011, Vancouver, BC, Canada, ACM.
- [33]33. W. Li, T. Grossman, and G. Fitzmaurice, "GamiCAD: a gamified tutorial system for first time autocad users", In Proceedings of the 25th annual ACM symposium on User interface software and technology, October 7-10, 2012, Cambridge, Massachusetts, USA, ACM, pp. 103-112.
- [44]44. P. Zhang, "Motivational affordances: reasons for ICT design and use", Communications of the ACM, 51(11), 2008, pp. 145-147.
Cited by
Sorted by citations
The Galaxy platform for accessible, reproducible and collaborative biomedical analyses: 2016 update
Afgan, E., Baker, D., van den Beek, M., Blankenberg, D. J., Bouvier, D., Čech, M., Chilton, J. M., Clements, D., Coraor, N., Eberhard, C., et al. (2016) · Nucleic Acids Research · doi:10.1093/nar/gkw343 · Cited by 2,150 · see citing works
Sailer, M., Hense, J. U., Mayr, S. K., & Mandl, H. (2017) · Computers in Human Behavior · doi:10.1016/j.chb.2016.12.033 · Cited by 2,064 · see citing works
Hanus, M. D., & Fox, J. (2015) · Computers & Education · doi:10.1016/j.compedu.2014.08.019 · Cited by 1,918 · see citing works
The Rise of Motivational Information Systems: A Review of Gamification Research
Koivisto, J., & Hamari, J. (2017) · International Journal of Information Management · doi:10.1016/j.ijinfomgt.2018.10.013 · Cited by 1,944 · see citing works
Self-citationHamari, J., Shernoff, D. J., Rowe, E., Coller, B., Asbell-Clarke, J., & Edwards, T. (2016) · Computers in Human Behavior · doi:10.1016/j.chb.2015.07.045 · Cited by 1,713 · see citing works
Self-citation(2015) · Educational Technology & Society · Cited by 1,551 · see citing works
Psychological Capital: An Evidence-Based Positive Approach
Luthans, F., & Youssef‐Morgan, C. M. (2017) · Annual Review of Organizational Psychology and Organizational Behavior · doi:10.1146/annurev-orgpsych-032516-113324 · Cited by 1,616 · see citing works
The gamification of learning: a meta-analysis
Sailer, M., & Homner, L. (2020) · Educational Psychology Review · doi:10.1007/s10648-019-09498-w · Cited by 1,458 · see citing works
Gamifying education: what is known, what is believed and what remains uncertain: a critical review
Dichev, C., & Dicheva, D. (2017) · International Journal of Educational Technology in Higher Education · doi:10.1186/s41239-017-0042-5 · Cited by 1,451 · see citing works
“This findings are in line with the conclusions reported by (Koivisto & Hamari, 2014), who have shown in a more general context that women experience a greater effect when the gamification contains social aspects and men - when there is a sort of competition.”
Gamification for health and wellbeing: A systematic review of the literature
Johnson, D., Deterding, S., Kuhn, K.-A., Staneva, A., Stoyanov, S., & Hides, L. (2016) · Internet Interventions · doi:10.1016/j.invent.2016.10.002 · Cited by 1,237 · see citing works
A definition for gamification: anchoring gamification in the service marketing literature
Huotari, K., & Hamari, J. (2016) · Electronic Markets · doi:10.1007/s12525-015-0212-z · Cited by 1,148 · see citing works
Self-citationA systematic review of gamification in e-Health
Sardi, L., Idri, A., & Fernández‐Alemán, J. L. (2017) · Journal of Biomedical Informatics · doi:10.1016/j.jbi.2017.05.011 · Cited by 1,041 · see citing works
Mekler, E. D., Brühlmann, F., Tuch, A. N., & Opwis, K. (2017) · Computers in Human Behavior · doi:10.1016/j.chb.2015.08.048 · Cited by 990 · see citing works
The impact of gamification on learning and instruction: A systematic review of empirical evidence
Zainuddin, Z., Chu, S. K. W., Shujahat, M., & Perera, C. J. (2020) · Educational Research Review · doi:10.1016/j.edurev.2020.100326 · Cited by 1,276 · see citing works
Krath, J., Schürmann, L., & von Korflesch, H. F. O. (2021) · Computers in Human Behavior · doi:10.1016/j.chb.2021.106963 · Cited by 1,126 · see citing works
Developing a Theory of Gamified Learning: Linking Serious Games and Gamification of Learning
Landers, R. N. (2014) · Simulation & Gaming · doi:10.1177/1046878114563660 · Cited by 918 · see citing works
The effect of gamification on motivation and engagement
Alsawaier, R. S. (2018) · The International Journal of Information and Learning Technology · doi:10.1108/ijilt-02-2017-0009 · Cited by 887 · see citing works
Gamified learning in higher education: A systematic review of the literature
Subhash, S., & Cudney, E. A. (2018) · Computers in Human Behavior · doi:10.1016/j.chb.2018.05.028 · Cited by 1,043 · see citing works
Demographic differences in perceived benefits from gamification
Koivisto, J., & Hamari, J. (2014) · Computers in Human Behavior · doi:10.1016/j.chb.2014.03.007 · Cited by 841 · see citing works
Self-citationBai, S., Hew, K. F., & Huang, B. (2020) · Educational Research Review · doi:10.1016/j.edurev.2020.100322 · Cited by 689 · see citing works
Do badges increase user activity? A field experiment on the effects of gamification
Hamari, J. (2015) · Computers in Human Behavior · doi:10.1016/j.chb.2015.03.036 · Cited by 677 · see citing works
Self-citationGamification of health professions education: a systematic review
van Gaalen, A. E. J., Brouwer, J., Schönrock-Adema, J., Bouwkamp-Timmer, T., Jaarsma, A. D. C., & Georgiadis, J. R. (2021) · Advances in Health Sciences Education · doi:10.1007/s10459-020-10000-3 · Cited by 625 · see citing works
Lo, C. K., & Hew, K. F. (2017) · Research and Practice in Technology Enhanced Learning · doi:10.1186/s41039-016-0044-2 · Cited by 740 · see citing works
Gamification in Science Education. A Systematic Review of the Literature
Kalogiannakis, M., Papadakis, S., & Zourmpakis, A.-I. (2021) · Education Sciences · doi:10.3390/educsci11010022 · Cited by 781 · see citing works
Why do people use gamification services?
Hamari, J., & Koivisto, J. (2015) · International Journal of Information Management · doi:10.1016/j.ijinfomgt.2015.04.006 · Cited by 680 · see citing works
Self-citationAn empirical study comparing gamification and social networking on e-learning
de-Marcos, L., Domínguez, A., Saenz-de-Navarrete, J., & Pagés, C. (2014) · Computers & Education · doi:10.1016/j.compedu.2014.01.012 · Cited by 626 · see citing works
Xi, N., & Hamari, J. (2019) · International Journal of Information Management · doi:10.1016/j.ijinfomgt.2018.12.002 · Cited by 647 · see citing works
Self-citationThe influence of technology on the future of human resource management
Stone, D. L., Deadrick, D. L., Lukaszewski, K. M., & Johnson, R. (2015) · Human Resource Management Review · doi:10.1016/j.hrmr.2015.01.002 · Cited by 618 · see citing works
Gamification User Types Hexad Scale
Tondello, G. F., Wehbe, R. R., Diamond, L. M., Busch, M., Marczewski, A., & Nacke, L. E. (2016) · Annual Symposium on Computer-Human Interaction in Play · doi:10.1037/t9999-98544-000 · Cited by 616 · see citing works
Gamification: What It Is and Why It Matters to Digital Health Behavior Change Developers
Cugelman, B. (2013) · JMIR Serious Games · doi:10.2196/games.3139 · Cited by 531 · see citing works
“Research on the Efficacy of Gamification As research on gamification started to appear just before 2010, we recently reached the point where there were enough quality academic studies, that a team of researchers conducted a systematic review of the scientific literature [13].”
Toward Meaningful Engagement: A Framework for Design and Research of Gamified Information Systems1
Liu, D., Santhanam, R., & Webster, J. (2017) · MIS Quarterly · doi:10.25300/misq/2017/41.4.01 · Cited by 521 · see citing works
The Lens of Intrinsic Skill Atoms: A Method for Gameful Design
Deterding, S. (2015) · Human–Computer Interaction · doi:10.1080/07370024.2014.993471 · Cited by 525 · see citing works
Linking dimensions of social media use to job performance: The role of social capital
Ali‐Hassan, H., Nevo, D., & Wade, M. R. (2015) · The Journal of Strategic Information Systems · doi:10.1016/j.jsis.2015.03.001 · Cited by 537 · see citing works
The maturing of gamification research
Nacke, L. E., & Deterding, S. (2017) · Computers in Human Behavior · doi:10.1016/j.chb.2016.11.062 · Cited by 493 · see citing works
Gamification for Engaging Computer Science Students in Learning Activities: A Case Study
Ibanez, M.-B., Serio, Á. D., & Kloos, C. D. (2014) · IEEE Transactions on Learning Technologies · doi:10.1109/tlt.2014.2329293 · Cited by 507 · see citing works
Gamification and Mobile Marketing Effectiveness
Hofacker, C. F., de Ruyter, K., Lurie, N. H., Manchanda, P., & Donaldson, J. (2016) · Journal of Interactive Marketing · doi:10.1016/j.intmar.2016.03.001 · Cited by 483 · see citing works
Gamification of task performance with leaderboards: A goal setting experiment
Landers, R. N., Bauer, K. N., & Callan, R. C. (2017) · Computers in Human Behavior · doi:10.1016/j.chb.2015.08.008 · Cited by 474 · see citing works
“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 · see citing works
Self-citationYang, Y., Asaad, Y., & Dwivedi, Y. K. (2017) · Computers in Human Behavior · doi:10.1016/j.chb.2017.03.066 · Cited by 457 · see citing works
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 · see citing works
Does gamification affect brand engagement and equity? A study in online brand communities
Xi, N., & Hamari, J. (2020) · Journal of Business Research · doi:10.1016/j.jbusres.2019.11.058 · Cited by 448 · see citing works
Self-citationDoes gamification increase engagement with online programs? A systematic review
Looyestyn, J., Kernot, J., Boshoff, K., Ryan, J. C., Edney, S. M., & Maher, C. A. (2017) · PLoS ONE · doi:10.1371/journal.pone.0173403 · Cited by 412 · see citing works
Perceptions of students for gamification approach: Kahoot as a case study
Bicen, H., & Kocakoyun, S. (2018) · International Journal of Emerging Technologies in Learning (iJET) · doi:10.3991/ijet.v13i02.7467 · Cited by 402 · see citing works
Gamification in software engineering – A systematic mapping
Pedreira, Ó., García, F. O., Brisaboa, N. R., & Piattini, M. G. (2014) · Information and Software Technology · doi:10.1016/j.infsof.2014.08.007 · Cited by 385 · see citing works
Gamification Science, Its History and Future: Definitions and a Research Agenda
Landers, R. N., Auer, E. M., Collmus, A. B., & Armstrong, M. B. (2018) · Simulation & Gaming · doi:10.1177/1046878118774385 · Cited by 388 · see citing works
Mirowski, P. (2018) · Social Studies of Science · doi:10.1177/0306312718772086 · Cited by 372 · see citing works
Virtual reality and gamification in education: a systematic review
Λαμπρόπουλος, Γ., & Kinshuk, K. (2024) · Educational Technology Research and Development · doi:10.1007/s11423-024-10351-3 · Cited by 486 · see citing works
An Empirical Test of the Theory of Gamified Learning
Landers, R. N., & Landers, A. K. (2014) · Simulation & Gaming · doi:10.1177/1046878114563662 · Cited by 363 · see citing works
Hsu, C., & Chen, M. (2018) · Computers in Human Behavior · doi:10.1016/j.chb.2018.06.037 · Cited by 376 · see citing works
Player Types: A Meta-synthesis
Hamari, J., & Tuunanen, J. (2014) · Transactions of the Digital Games Research Association · doi:10.26503/todigra.v1i2.13 · Cited by 355 · see citing works
Self-citationLampropoulos, G., Keramopoulos, E., Diamantaras, K., & Evangelidis, G. (2022) · Applied Sciences · doi:10.3390/app12136809 · Cited by 462 · see citing works
(2018) · Tampere University Institutional Repository (Tampere University) · Cited by 349 · see citing works
Self-citationThe impact of gamification in educational settings on student learning outcomes: a meta-analysis
Huang, R., Ritzhaupt, A. D., Sommer, M., Zhu, J., Stephen, A., Valle, N., Hampton, J., & Li, J. (2020) · Educational Technology Research and Development · doi:10.1007/s11423-020-09807-z · Cited by 340 · see citing works
Tailored gamification in education: A literature review and future agenda
Oliveira, W., Hamari, J., Shi, L., Toda, A. M., Rodrigues, L., Palomino, P. T., & Isotani, S. (2023) · Education and Information Technologies · doi:10.1007/s10639-022-11122-4 · Cited by 341 · see citing works
Self-citationMeasuring flow in gamification: Dispositional Flow Scale-2
Hamari, J., & Koivisto, J. (2014) · Computers in Human Behavior · doi:10.1016/j.chb.2014.07.048 · Cited by 357 · see citing works
Self-citationGamification in the classroom: Examining the impact of gamified quizzes on student learning
Sanchez, D. R., Langer, M., & Kaur, R. (2019) · Computers & Education · doi:10.1016/j.compedu.2019.103666 · Cited by 396 · see citing works
Be a “Superhost”: The importance of badge systems for peer-to-peer rental accommodations
Liang, S., Schuckert, M., Law, R., & Chen, C.-C. (2017) · Tourism Management · doi:10.1016/j.tourman.2017.01.007 · Cited by 330 · see citing works
Gamification in the Workplace: The Central Role of the Aesthetic Experience
Suh, A., Cheung, C. M. K., Ahuja, M. K., & Wagner, C. (2017) · Journal of Management Information Systems · doi:10.1080/07421222.2017.1297642 · Cited by 326 · see citing works
Deep Reinforcement Learning Based Dynamic Trajectory Control for UAV-Assisted Mobile Edge Computing
Wang, L., Wang, K., Pan, C., Xu, W., Aslam, N., & Nallanathan, A. (2021) · IEEE Transactions on Mobile Computing · doi:10.1109/tmc.2021.3059691 · Cited by 328 · see citing works
How to design gamification? A method for engineering gamified software
Morschheuser, B., Hassan, L., Werder, K., & Hamari, J. (2017) · Information and Software Technology · doi:10.1016/j.infsof.2017.10.015 · Cited by 324 · see citing works
Self-citationBuckley, P. G., & Doyle, E. (2016) · Computers & Education · doi:10.1016/j.compedu.2016.11.009 · Cited by 341 · see citing works
Do Persuasive Technologies Persuade? - A Review of Empirical Studies
Hamari, J., Koivisto, J., & Pakkanen, T. (2014) · Lecture notes in computer science · doi:10.1007/978-3-319-07127-5_11 · Cited by 317 · see citing works
Self-citationThe effect of website features in online relationship marketing: A case of online hotel booking
Bilgihan, A., & Bujisic, M. (2014) · Electronic Commerce Research and Applications · doi:10.1016/j.elerap.2014.09.001 · Cited by 308 · see citing works
Högberg, J., Hamari, J., & Wästlund, E. (2019) · User Modeling and User-Adapted Interaction · doi:10.1007/s11257-019-09223-w · Cited by 310 · see citing works
Self-citationCan gamification help to improve education? Findings from a longitudinal study
Putz, L.-M., Hofbauer, F., & Treiblmaier, H. (2020) · Computers in Human Behavior · doi:10.1016/j.chb.2020.106392 · Cited by 344 · see citing works
Gamified crowdsourcing: Conceptualization, literature review, and future agenda
Morschheuser, B., Hamari, J., Koivisto, J., & Maedche, A. (2017) · International Journal of Human-Computer Studies · doi:10.1016/j.ijhcs.2017.04.005 · Cited by 309 · see citing works
Self-citationEngaging Asian students through game mechanics: Findings from two experiment studies
Hew, K. F., Huang, B., Chu, K. W. S., & Chiu, D. K. W. (2016) · Computers & Education · doi:10.1016/j.compedu.2015.10.010 · Cited by 298 · see citing works
Gamification and the impact of extrinsic motivation on needs satisfaction: Making work fun?
Mitchell, R., Schuster, L., & Jin, H. S. (2018) · Journal of Business Research · doi:10.1016/j.jbusres.2018.11.022 · Cited by 317 · see citing works
Gamification and serious games within the domain of domestic energy consumption: A systematic review
Johnson, D. M., Horton, E. M., Mulcahy, R. F., & Foth, M. (2017) · Renewable and Sustainable Energy Reviews · doi:10.1016/j.rser.2017.01.134 · Cited by 291 · see citing works
Strengthening gamification studies: Current trends and future opportunities of gamification research
Rapp, A., Hopfgartner, F., Hamari, J., Linehan, C., & Cena, F. (2018) · International Journal of Human-Computer Studies · doi:10.1016/j.ijhcs.2018.11.007 · Cited by 286 · see citing works
Self-citationA Collaborative Internet of Things Architecture for Smart Cities and Environmental Monitoring
Montori, F., Bedogni, L., & Bononi, L. (2017) · IEEE Internet of Things Journal · doi:10.1109/jiot.2017.2720855 · Cited by 285 · see citing works
Shanmugasundaram, M., & Tamilarasu, A. (2023) · Frontiers in Cognition · doi:10.3389/fcogn.2023.1203077 · Cited by 291 · see citing works
Towards Personality-driven Persuasive Health Games and Gamified Systems
Orji, R., Nacke, L. E., & Marco, C. D. (2017) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3025453.3025577 · Cited by 277 · see citing works
Allam, A., Kostova, Z., Nakamoto, K., & Schulz, P. J. (2015) · Journal of Medical Internet Research · doi:10.2196/jmir.3510 · Cited by 274 · see citing works
Enhancing student learning experience with technology-mediated gamification: An empirical study
Tsay, C. H., Kofinas, A., & Luo, J. (2018) · Computers & Education · doi:10.1016/j.compedu.2018.01.009 · Cited by 293 · see citing works
Need-supporting gamification in education: An assessment of motivational effects over time
van Roy, R., & Zaman, B. (2018) · Computers & Education · doi:10.1016/j.compedu.2018.08.018 · Cited by 274 · see citing works
Zuckerman, O., & Gal-Oz, A. (2014) · Personal and Ubiquitous Computing · doi:10.1007/s00779-014-0783-2 · Cited by 273 · see citing works
Christy, K. R., & Fox, J. (2014) · Computers & Education · doi:10.1016/j.compedu.2014.05.005 · Cited by 276 · see citing works
de‐Marcos, L., García‐López, E., & García‐Cabot, A. (2015) · Computers & Education · doi:10.1016/j.compedu.2015.12.008 · Cited by 281 · see citing works
Huang, B., & Hew, K. F. (2018) · Computers & Education · doi:10.1016/j.compedu.2018.06.018 · Cited by 266 · see citing works
Why so serious? Gamification impact in the acceptance of mobile banking services
Baptista, G., & Oliveira, T. (2017) · Internet Research · doi:10.1108/intr-10-2015-0295 · Cited by 262 · see citing works
Exploring the impact of gamification on student engagement and involvement with e-learning systems
Bouchrika, I., Harrati, N., Wanick, V., & Wills, G. B. (2019) · Interactive Learning Environments · doi:10.1080/10494820.2019.1623267 · Cited by 300 · see citing works
Gamification in Action: Theoretical and Practical Considerations for Medical Educators
Rutledge, C., Walsh, C. M., Swinger, N., Auerbach, M. A., Castro, D., Dewan, M. L., Khattab, M. G., Rake, A. J., Harwayne‐Gidansky, I., Raymond, T. T., et al. (2018) · Academic Medicine · doi:10.1097/acm.0000000000002183 · Cited by 254 · see citing works
More than just a game: ethical issues in gamification
Kim, T. W., & Werbach, K. D. (2016) · Ethics and Information Technology · doi:10.1007/s10676-016-9401-5 · Cited by 262 · see citing works
Hook vs. hope: How to enhance customer engagement through gamification
Eisingerich, A. B., Marchand, A., Fritze, M. P., & Dong, L. F. (2019) · International Journal of Research in Marketing · doi:10.1016/j.ijresmar.2019.02.003 · Cited by 253 · see citing works
Behl, A., Jayawardena, N. S., Pereira, V. E., Islam, N., Giudice, M. D., & Choudrie, J. (2021) · Technological Forecasting and Social Change · doi:10.1016/j.techfore.2021.121445 · Cited by 288 · see citing works
Groening, C., & Binnewies, C. (2019) · Computers in Human Behavior · doi:10.1016/j.chb.2019.02.026 · Cited by 249 · see citing works
Gamification: A cognitive-emotional view
Mullins, J. K., & Sabherwal, R. (2018) · Journal of Business Research · doi:10.1016/j.jbusres.2018.09.023 · Cited by 252 · see citing works
Gamification and serious games: A literature meta-analysis and integrative model
Baptista, G., & Oliveira, T. (2018) · Computers in Human Behavior · doi:10.1016/j.chb.2018.11.030 · Cited by 263 · see citing works
The Most Popular Smartphone Apps for Weight Loss: A Quality Assessment
Chen, J., Cade, J. E., & Allman-Farinelli, M. (2015) · JMIR mHealth and uHealth · doi:10.2196/mhealth.4334 · Cited by 219 · see citing works
Gamification and online consumer decisions: Is the game over?
Tobón, S., Ruiz-Alba, J., & de Madariaga, J. G. (2019) · Decision Support Systems · doi:10.1016/j.dss.2019.113167 · Cited by 244 · see citing works
Mazeas, A., Duclos, M., Pereira, B., & Chalabaev, A. (2022) · Journal of Medical Internet Research · doi:10.2196/26779 · Cited by 222 · see citing works
A meta-analysis of virtual reality training programs for social skill development
Howard, M. C., & Gutworth, M. B. (2020) · Computers & Education · doi:10.1016/j.compedu.2019.103707 · Cited by 234 · see citing works
Personality-targeted Gamification
Jia, Y., Xu, B., Karanam, Y., & Voida, S. (2016) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/2858036.2858515 · Cited by 231 · see citing works
Enhancing User Engagement through Gamification
Suh, A., Wagner, C., & Liu, L. (2016) · Journal of Computer Information Systems · doi:10.1080/08874417.2016.1229143 · Cited by 251 · see citing works
Landers, R. N., & Armstrong, M. B. (2015) · Computers in Human Behavior · doi:10.1016/j.chb.2015.07.031 · Cited by 245 · see citing works
A qualitative investigation of student perceptions of game elements in a gamified course
Aldemir, T., Çelik, B., & Akilli, G. K. (2017) · Computers in Human Behavior · doi:10.1016/j.chb.2017.10.001 · Cited by 243 · see citing works
Personalizing Persuasive Strategies in Gameful Systems to Gamification User Types
Orji, R., Tondello, G. F., & Nacke, L. E. (2018) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3173574.3174009 · Cited by 230 · see citing works
Gamification in software engineering education: A systematic mapping
Alhammad, M. M., & Moreno, A. M. (2018) · Journal of Systems and Software · doi:10.1016/j.jss.2018.03.065 · Cited by 225 · see citing works
Morschheuser, B., Hamari, J., & Maedche, A. (2018) · International Journal of Human-Computer Studies · doi:10.1016/j.ijhcs.2018.10.001 · Cited by 222 · see citing works
Self-citation
- Authors
- Hamari, J., Koivisto, J., & Sarsa, H.
- Affiliations
- Tampere University (FI)
- Aalto University (FI)
- Venue
- 2014 47th Hawaii International Conference on System Sciences
- Publisher
- IEEE
- Published
- 2014-01
- Pages
- 3025-3034
- ISSN
- 1530-1605 (ISSN-L)
- OpenAlex
- W1998933811
- Cited by
- 5,201
- References
- 43
- Citations by year
- 2026: 519 · 2025: 675 · 2024: 528 · 2023: 499 · 2022: 396 · 2021: 468 · 2020: 434 · 2019: 418 · 2018: 371 · 2017: 303 · 2016: 249 · 2015: 242 · 2014: 91 · 2013: 5
- FWCI
- 631.57
- Type
- conference paper
- Language
- en
- Open access
- bronze
- doi.org
- Locations
- Hawaii International Conference on System Sciences (HICSS) (publishedVersion)
- Funders
- Suomen Kulttuurirahasto (40311/12)
- Tekes (40311/12)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Physical Sciences › Computer Science › Human-Computer Interaction › Innovative Human-Technology Interaction
- Keywords
- gamification, motivational affordances, user motivation, psychological outcomes, behavioral effects, context sensitivity, gamification design
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.
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 ›
Are you an author, or do you see a problem with this page? Request a review