Shallow Gamification: Testing Psychological Effects of Framing an Activity as a Game
Abstract
This article experimentally dissociates the psychological impact of framing versus game mechanics, when presenting a serious activity as a game. Studies of game elements in nongame contexts tend to describe full packages, with no way of assessing their individual psychological and functional impact. To isolate the effects of framing, students ( N = 90) were assigned to either discuss study environment issues through a list of questions, via a competitive discussion board game, or though the same game artifacts but with no game mechanics. Task engagement and self-reported intrinsic motivation were compared between groups. Results demonstrate that the effects of simply framing the activity as a game though vernacular and artifacts holds almost as much psychological power as the full game mechanics. In both game conditions, interest and enjoyment were significantly superior to controls, but other intrinsic motivation variables remained unchanged. Implications for game design in nongame contexts are discussed, and a framework for differentiating “deep and shallow gamification” in terms of mechanics and framing is developed.
Integrity signals
Registry
Cites
Statistics
Claims the paper makes
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?
Lieberoth (2015) found that engagement and enjoyment increased significantly due to the psychological effects of framing the task as a game, and no actual increased interest or enjoyment was measured by adding actual game mechanics to the task when it was already framed as a game.
“The outcomes indicate that engagement and enjoyment increased significantly due to the psychological effects of framing the task as a game. Furthermore, no actual increased interest or enjoyment was measured by adding actual game mechanics to the task, when it was already framed as a game.”
From Gamifying education: what is known, what is believed and what remains uncertain: a critical review (2017) · cites this paper as Lieberoth (2015)
Cites
Tversky, A., & Kahneman, D. (1974) · Science · doi:10.1126/science.185.4157.1124 · Cited by 28,810 · see citing works
Judgment under Uncertainty: Heuristics and Biases
Tversky, A., & Kahneman, D. (1975) · Utility, Probability, and Human Decision Making · doi:10.1007/978-94-010-1834-0_8 · Cited by 22,650 · see citing works
Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions
Ryan, R. M., & Deci, E. L. (2000) · Contemporary Educational Psychology · doi:10.1006/ceps.1999.1020 · Cited by 18,666 · see citing works
Frame Analysis: An Essay on the Organization of Experience.
Gamson, W. A., & Goffman, E. (1975) · Contemporary Sociology A Journal of Reviews · doi:10.2307/2064022 · Cited by 11,891 · see citing works
Missing data: our view of the state of the art
Schafer, J. L., & Graham, J. W. (2002) · Psychological Methods · doi:10.1037/1082-989x.7.2.147 · Cited by 11,638 · see citing works
A new scale of social desirability independent of psychopathology.
Crowne, D. P., & Marlowe, D. (1960) · Journal of Consulting Psychology · doi:10.1037/h0047358 · Cited by 8,686 · 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
REMEMBERING: A STUDY IN EXPERIMENTAL AND SOCIAL PSYCHOLOGY
Bartlett, F. C., & Burt, C. (1933) · British Journal of Educational Psychology · doi:10.1111/j.2044-8279.1933.tb02913.x · Cited by 7,475 · 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 · see citing works
Self-determination theory: A macrotheory of human motivation, development, and health
Deci, E. L., & Ryan, R. M. (2008) · Canadian Psychology / Psychologie canadienne · doi:10.1037/a0012801 · Cited by 6,664 · see citing works
Bateson, G. (2000) · University of Chicago Press eBooks · doi:10.7208/chicago/9780226924601.001.0001 · Cited by 5,545 · see citing works
Rules of Play: Game Design Fundamentals
Salen, K., & Zimmerman, E. (2003) · Medical Entomology and Zoology · Cited by 5,321 · see citing works
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 · see citing works
Frame Analysis: An Essay on the Organization of Experience
Schneider, I. (1975) · American Journal of Psychiatry · doi:10.1176/ajp.132.10.1093-a · Cited by 3,850 · see citing works
Framing as a Theory of Media Effects
Scheufele, D. A. (1999) · Journal of Communication · doi:10.1111/j.1460-2466.1999.tb02784.x · Cited by 3,843 · see citing works
Kapp, K. M. (2012) · Cited by 3,775 · see citing works
The motivational pull of video games: a self-determination theory approach
Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006) · Motivation and Emotion · doi:10.1007/s11031-006-9051-8 · Cited by 3,332 · see citing works
Kronenfeld, D. B. (1978) · Language · doi:10.2307/412850 · Cited by 3,094 · see citing works
Scripts, Plans, Goals, and Understanding: An Inquiry into Human Knowledge Structures
Hunt, E. B., Schank, R. C., & Abelson, R. P. (1979) · The American Journal of Psychology · doi:10.2307/1421499 · Cited by 2,967 · 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
Reality is Broken Why Games Make Us Better and How They Can Change the World
(2012) · Choice Reviews Online · doi:10.5860/choice.49-6095 · Cited by 2,933 · see citing works
(2005) · Architecture, Design and Conservation (Aarhus School of Architecture, Design School Kolding, The Royal Danish Academy of Fine Arts, Schools of Architecture, Design and Conservation (KADK)) · Cited by 2,150 · see citing works
On the Elicitation of Preferences for Alternative Therapies
McNeil, B. J., Pauker, S. G., Sox, H. C., & Tversky, A. (1982) · New England Journal of Medicine · doi:10.1056/nejm198205273062103 · Cited by 1,668 · see citing works
Suits, B. (1978) · University of Toronto Press eBooks · doi:10.3138/9781487574338 · Cited by 1,549 · see citing works
Novelty, complexity, and hedonic value
Berlyne, D. E. (1970) · Perception & Psychophysics · doi:10.3758/bf03212593 · Cited by 1,434 · see citing works
The Influence of Framing on Risky Decisions: A Meta-analysis
Kühberger, A. (1998) · Organizational Behavior and Human Decision Processes · doi:10.1006/obhd.1998.2781 · Cited by 1,116 · see citing works
A Theory of Fun for Game Design
Koster, R., & Wright, W. (2004) · Cited by 951 · see citing works
Berlyne, D. E. (1954) · British Journal of Psychology General Section · doi:10.1111/j.2044-8295.1954.tb01243.x · Cited by 930 · see citing works
A casual revolution: reinventing video games and their players
(2010) · Choice Reviews Online · doi:10.5860/choice.47-6689 · Cited by 885 · see citing works
The Psychology of Self-Determination.
Crittenden, K. S., & Deci, E. L. (1982) · Contemporary Sociology A Journal of Reviews · doi:10.2307/2067164 · Cited by 843 · 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
Serious games : mechanisms and effects
Ritterfeld, U., Cody, M. J., & Vorderer, P. (2009) · MADOC (University of Mannheim) · Cited by 826 · see citing works
Levin, I. P., Gaeth, G. J., Schreiber, J., & Lauriola, M. (2002) · Organizational Behavior and Human Decision Processes · doi:10.1006/obhd.2001.2983 · Cited by 475 · see citing works
de Freitas, S., Rebolledo‐Mendez, G., Liarokapis, F., Magoulas, G. D., & Poulovassilis, A. (2009) · British Journal of Educational Technology · doi:10.1111/j.1467-8535.2009.01024.x · Cited by 394 · see citing works
Handbook of Research on Effective Electronic Gaming in Education
Ferdig, R. E. (2009) · IGI Global eBooks · doi:10.4018/978-1-59904-808-6 · Cited by 378 · see citing works
Sicart, M. (2008) · IT University Of Copenhagen (IT University of Copenhagen) · Cited by 373 · see citing works
From game design elements to gamefulness
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. E. (2011) · Cited by 367 · see citing works
Glued to Games: How Video Games Draw Us In and Hold Us Spellbound
Rigby, S., & Ryan, R. M. (2011) · doi:10.5040/9798400658105 · Cited by 362 · see citing works
Glued to games: how video games draw us in and hold us spellbound
(2011) · Choice Reviews Online · doi:10.5860/choice.49-0099 · Cited by 334 · see citing works
Lasgaard, M., Goossens, L., & Elklit, A. (2011) · Journal of Abnormal Child Psychology · doi:10.1007/s10802-010-9442-x · Cited by 258 · see citing works
Game-Based Marketing: Inspire Customer Loyalty Through Rewards, Challenges, and Contests
O’Donohoe, S., & Vedrashko, I. (2011) · International Journal of Advertising · doi:10.2501/ija-30-1-189-190 · Cited by 246 · see citing works
(1913) · Mind · doi:10.1093/mind/xxii.10.601 · Cited by 213 · see citing works
Neurobiological and memory models of risky decision making in adolescents versus young adults.
Reyna, V. F., Estrada, S. M., DeMarinis, J. A., Myers, R. M., Stanisz, J. M., & Mills, B. A. (2011) · Journal of Experimental Psychology Learning Memory and Cognition · doi:10.1037/a0023943 · Cited by 183 · see citing works
At Least Nine Ways to Play: Approaching Gamer Mentalities
Kallio, K. P., Mäyrä, F., & Kaipainen, K. (2010) · Games and Culture · doi:10.1177/1555412010391089 · Cited by 182 · see citing works
Winning Isn't Everything: Competition, Achievement Orientation, and Intrinsic Motivation
Tauer, J. M., & Harackiewicz, J. M. (1999) · Journal of Experimental Social Psychology · doi:10.1006/jesp.1999.1383 · Cited by 178 · see citing works
In game, In room, In world: Reconnecting video game play to the rest of kids’ lives
Stevens, R., Satwicz, T., & McCarthy, L. (2008) · Cited by 168 · see citing works
Game-Based Marketing: Inspire Customer Loyalty Through Rewards, Challenges, and Contests
Linder, I. G. Z. I. J. (2010) · Medical Entomology and Zoology · Cited by 165 · see citing works
Adult play : a reversal theory approach
Kerr, J., & Apter, M. J. (1991) · Swets & Zeitlinger eBooks · Cited by 159 · see citing works
(2013) · Choice Reviews Online · doi:10.5860/choice.50-5038 · Cited by 151 · see citing works
A self-regulatory framework for message framing
Cesario, J., Corker, K. S., & Jelinek, S. (2012) · Journal of Experimental Social Psychology · doi:10.1016/j.jesp.2012.10.014 · Cited by 141 · see citing works
Games for Persuasion: Argumentation, Procedurality, and the Lie of Gamification
Ferrara, J. (2013) · Games and Culture · doi:10.1177/1555412013496891 · Cited by 126 · see citing works
A Climate Change Board Game for Interdisciplinary Communication and Education
Eisenack, K. (2012) · Simulation & Gaming · doi:10.1177/1046878112452639 · Cited by 124 · see citing works
Reciprocal relationships between contextual and situational motivation in a sport setting
Blanchard, C. M., Mask, L., Vallerand, R. J., de la Sablonnière, R., & Provencher, P. J. (2007) · Psychology of sport and exercise · doi:10.1016/j.psychsport.2007.03.004 · Cited by 85 · see citing works
Epistemic motives moderate the effect of metaphoric framing on attitudes
Landau, M. J., Keefer, L. A., & Rothschild, Z. K. (2014) · Journal of Experimental Social Psychology · doi:10.1016/j.jesp.2014.03.009 · Cited by 55 · see citing works
Rehn, A. (2008) · Organization · doi:10.1177/1350508408093652 · Cited by 52 · see citing works
Impacts of Forced Serious Game Play on Vulnerable Subgroups
Heeter, C., Lee, Y.-H., Magerko, B. S., & Medler, B. (2011) · International Journal of Gaming and Computer-Mediated Simulations · doi:10.4018/jgcms.2011070103 · Cited by 46 · see citing works
The paradoxical effect of controlling context on intrinsic motivation in another activity
Radel, R., Pelletier, L. G., Baxter, D., Fournier, M., & Sarrazin, P. G. (2013) · Learning and Instruction · doi:10.1016/j.learninstruc.2013.09.004 · Cited by 45 · see citing works
Lieberoth, A., Pedersen, M. K., Marin, A. C., Planke, T., & Sherson, J. F. (2014) · Human Computation · doi:10.15346/hc.v1i2.11 · Cited by 34 · see citing works
Self-citationGamifying Citizen Science: Lessons and Future Directions
Bowser, A., Hansen, D. L., & Preece, J. J. (2013) · Cited by 33 · see citing works
Similarity of Social Information Processes in Games and Rituals
Harviainen, J. T., & Lieberoth, A. (2011) · Simulation & Gaming · doi:10.1177/1046878110392703 · Cited by 30 · see citing works
Self-citationEngaging Consumers through Branded Entertainment and Convergent Media
Parreño, J. M., Mafé, C. R., & Scribner, L. L. (2015) · Advances in marketing, customer relationship management, and e-services book series · doi:10.4018/978-1-4666-8342-6 · Cited by 28 · see citing works
The implicit rules of board games
Bergström, K. (2010) · International Academic Mindtrek Conference (Mindtrek) · doi:10.1145/1930488.1930506 · Cited by 24 · see citing works
Serious Games and Seriously Fun Games: Can They Be One and the Same?
Shen, C., Wang, H., & Ritterfeld, U. (2009) · Routledge eBooks · doi:10.4324/9780203891650-12 · Cited by 22 · see citing works
The Game Frame: Systemizing a Goffmanian Approach to Video Game Theory
Deterding, S., & Medienforschung, H.-B.-I. F. (2009) · Cited by 21 · see citing works
Heeter, C. (2009) · IGI Global eBooks · doi:10.4018/978-1-59904-808-6.ch047 · Cited by 18 · see citing works
Influences of Situational Characteristics on Intrinsic Motivation
Bumpus, M. A., Olbeter, S., & Glover, S. H. (1998) · The Journal of Psychology · doi:10.1080/00223989809599279 · Cited by 13 · see citing works
Flagged first, then by citations
2 of the 68 references couldn’t be matched to a known paper.
Cited by
Sorted by citations
Hamari, 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
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
“According to Lieberoth (2015), it might not be the game itself that stimulates individuals, but rather the packaging: the fact that an activity resembles a game.”
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
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
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
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
Alahäivälä, T., & B, H. O.-K. A. (2016) · International Journal of Medical Informatics · doi:10.1016/j.ijmedinf.2016.02.006 · Cited by 188 · see citing works
Introduction of digital therapeutics
Hong, J. S., Wasden, C. L., & Han, D. H. (2021) · Computer Methods and Programs in Biomedicine · doi:10.1016/j.cmpb.2021.106319 · Cited by 163 · see citing works
Gamification for educational purposes: What are the factors contributing to varied effectiveness?
Luo, Z. (2021) · Education and Information Technologies · doi:10.1007/s10639-021-10642-9 · Cited by 186 · see citing works
Una revisión sistemática sobre gamificación, motivación y aprendizaje en universitarios
Andreu, J. M. P. (2019) · Teoría de la Educación Revista Interuniversitaria · doi:10.14201/teri.20625 · Cited by 142 · see citing works
Hamari, J., Hassan, L., & Dias, A. (2018) · User Modeling and User-Adapted Interaction · doi:10.1007/s11257-018-9200-2 · Cited by 143 · see citing works
Enhancing workplace motivation through gamification: Transferrable lessons from pedagogy
Perryer, C., Celestine, N. A., Scott‐Ladd, B., & Leighton, C. (2016) · The International Journal of Management Education · doi:10.1016/j.ijme.2016.07.001 · Cited by 137 · see citing works
A Bibliometric Analysis of Gamification Research
Trinidad, M., Ruiz, M., & Calderón, A. (2021) · IEEE Access · doi:10.1109/access.2021.3063986 · Cited by 118 · see citing works
Frías-Jamilena, D. M., Fernández-Ruano, M. L., & Peña, A. I. P. (2022) · Tourism Management · doi:10.1016/j.tourman.2022.104519 · Cited by 100 · see citing works
Liu, M., Huang, Y., & Zhang, D. (2017) · Human Factors and Ergonomics in Manufacturing & Service Industries · doi:10.1002/hfm.20723 · Cited by 103 · see citing works
Lee, S.-M. (2019) · ReCALL · doi:10.1017/s0958344019000028 · Cited by 89 · see citing works
Effectiveness of Gamification Elements in Blended Learning Environments
MESE, C., & DURSUN, O. O. (2019) · Turkish Online Journal of Distance Education · doi:10.17718/tojde.601914 · Cited by 83 · see citing works
Lieberoth, A., Jensen, N., & Bredahl, T. (2018) · Transportation Research Part F Traffic Psychology and Behaviour · doi:10.1016/j.trf.2018.02.016 · Cited by 67 · see citing works
Self-citationUlmer, J., Braun, S., Cheng, C., Dowey, S., & Wollert, J. F. (2022) · International Journal of Human-Computer Studies · doi:10.1016/j.ijhcs.2022.102854 · Cited by 75 · see citing works
Contextual Autonomy Support in Video Game Play
Deterding, S. (2016) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/2858036.2858395 · Cited by 78 · see citing works
Kwon, H. Y., & Özpolat, K. (2020) · INFORMS Transactions on Education · doi:10.1287/ited.2019.0227 · Cited by 71 · see citing works
Ritzhaupt, A. D., Huang, R., Sommer, M., Zhu, J., Stephen, A., Valle, N., Hampton, J. D., & Li, J. (2021) · Educational Technology Research and Development · doi:10.1007/s11423-021-10036-1 · Cited by 83 · see citing works
Influence of gamification on perceived self-efficacy: gender and age moderator effect
Peña, A. I. P., Frías-Jamilena, D. M., & Fernández-Ruano, M. L. (2020) · International Journal of Sports Marketing and Sponsorship · doi:10.1108/ijsms-02-2020-0020 · Cited by 60 · see citing works
Gamification is not Working: Why?
John, D., Hussin, N., Zaini, M. K., Helda, L. I., Ametefe, D. S., & Aliu, A. A. (2024) · Games and Culture · doi:10.1177/15554120241228125 · Cited by 67 · see citing works
Make-Believe in Gameful and Playful Design
Deterding, S. (2016) · Human-computer interaction series · doi:10.1007/978-3-319-29553-4_7 · Cited by 60 · see citing works
Science to practice: Does gamification enhance intrinsic motivation?
Jones, M., Blanton, J. E., & Williams, R. E. (2023) · Active Learning in Higher Education · doi:10.1177/14697874211066882 · Cited by 56 · see citing works
Fernández-Ruano, M. L., Frías-Jamilena, D. M., Peña, A. I. P., & Peco-Torres, F. (2021) · Journal of Destination Marketing & Management · doi:10.1016/j.jdmm.2021.100677 · Cited by 54 · see citing works
John, D., Hussin, N., Zaini, M. K., Ametefe, D. S., Aliu, A. A., & Caliskan, A. (2023) · International Journal of Serious Games · doi:10.17083/ijsg.v10i3.633 · Cited by 68 · see citing works
Game-like personality testing: An emerging mode of personality assessment
McCord, J.-L., Harman, J. L., & Purl, J. D. (2019) · Personality and Individual Differences · doi:10.1016/j.paid.2019.02.017 · Cited by 48 · see citing works
Using role-playing games to broaden engineering education
McConville, J. R., Rauch, S., Helgegren, I., & Kain, J. (2017) · International Journal of Sustainability in Higher Education · doi:10.1108/ijshe-08-2015-0146 · Cited by 48 · see citing works
Investigating teachers motivation to use ICT tools in higher education
Schulz, R., Isabwe, G. M. N., & Reichert, F. (2015) · Internet Technologies and Applications (ITA) · doi:10.1109/itecha.2015.7317371 · Cited by 47 · see citing works
Validity Threats in Quantitative Data Collection With Games: A Narrative Survey
Gundry, D., & Deterding, S. (2018) · Simulation & Gaming · doi:10.1177/1046878118805515 · Cited by 46 · see citing works
Ten Years of Gamification-Based Learning: A Bibliometric Analysis and Systematic Review
Al-Hafdi, F. S., & Alhalafawy, W. S. (2024) · International Journal of Interactive Mobile Technologies (iJIM) · doi:10.3991/ijim.v18i07.45335 · Cited by 69 · see citing works
OneUp: Supporting Practical and Experimental Gamification of Learning
Dicheva, D., Irwin, K., & Dichev, C. (2018) · International Journal of Serious Games · doi:10.17083/ijsg.v5i3.236 · Cited by 43 · see citing works
An, Y., Zhu, M., Bonk, C. J., & Lin, L. (2020) · Journal of Computing in Higher Education · doi:10.1007/s12528-020-09256-w · Cited by 42 · see citing works
Gamification in the Business Communication Course
Veltsos, J. R. (2017) · Business and Professional Communication Quarterly · doi:10.1177/2329490616676576 · Cited by 36 · see citing works
Gauthier, A., & Jenkinson, J. (2018) · Computers & Education · doi:10.1016/j.compedu.2018.08.017 · Cited by 38 · see citing works
Khalili‐Mahani, N., Assadi, A., Li, K., Mirgholami, M., Rivard, M.-E., Benali, H., Sawchuk, K., & Schutter, B. D. (2019) · JMIR Mental Health · doi:10.2196/12388 · Cited by 35 · see citing works
Are We Having Fun Yet? Misapplying Motivation to Gamification
Loughrey, K., & Broin, D. Ó. (2018) · IEEE Games, Entertainment, Media Conference (GEM) · doi:10.1109/gem.2018.8516535 · Cited by 34 · see citing works
Gamification inducing creative ideation: a parallel mediation model
Nivedhitha, K. S., & Manzoor, A. K. S. (2019) · Behaviour and Information Technology · doi:10.1080/0144929x.2019.1635646 · Cited by 33 · see citing works
Gamification in aquarium context
Tan, W.-K. (2018) · Information Technology and People · doi:10.1108/itp-02-2017-0054 · Cited by 32 · see citing works
Mathematics Trails: Shallow and Deep Gamification
Gurjanow, I., de Oliveira, M. A. R., Zender, J., Santos, P. A., & Ludwig, M. (2019) · International Journal of Serious Games · doi:10.17083/ijsg.v6i3.306 · Cited by 37 · see citing works
A gamified approach for improving the learning performance of K-6 students using Easter eggs
Takbiri, Y., Bastanfard, A., & Amini, A. (2023) · Multimedia Tools and Applications · doi:10.1007/s11042-023-14356-7 · Cited by 32 · see citing works
Domínguez, I. X., Cardona-Rivera, R. E., Vance, J. K., & Roberts, D. L. (2016) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/2858036.2858141 · Cited by 31 · see citing works
Robots Are Judging Me: Perceived Fairness of Algorithmic Recruitment Tools
Hilliard, A., Guenole, N., & Leutner, F. (2022) · Frontiers in Psychology · doi:10.3389/fpsyg.2022.940456 · Cited by 33 · see citing works
GoDental! Enhancing flipped classroom experience with game‐based learning
Borit, M., & Stangvaltaite‐Mouhat, L. (2020) · European Journal Of Dental Education · doi:10.1111/eje.12566 · Cited by 30 · see citing works
"Don't Whip Me With Your Games"
Lessel, P., Altmeyer, M., Müller, M., Wolff, C. G., & Krüger, A. (2016) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/2858036.2858463 · Cited by 29 · see citing works
Imran, H. (2022) · Journal of Educational Computing Research · doi:10.1177/07356331221144074 · Cited by 27 · see citing works
Illustrating a narrative: A test of game elements in game‐like personality assessment
Harman, J. L., & Brown, K. D. (2022) · International Journal of Selection and Assessment · doi:10.1111/ijsa.12374 · Cited by 26 · see citing works
Villareale, J., Harteveld, C., & Zhu, J. (2022) · Proceedings of the ACM on Human-Computer Interaction · doi:10.1145/3549482 · Cited by 26 · see citing works
Leutner, F., Codreanu, S., Brink, S., & Bitsakis, T. (2023) · Frontiers in Psychology · doi:10.3389/fpsyg.2022.942662 · Cited by 31 · see citing works
Sanchez, É., van Oostendorp, H., Fijnheer, J. D., & Lavoué, É. (2020) · Encyclopedia of Education and Information Technologies · doi:10.1007/978-3-030-10576-1_38 · Cited by 25 · see citing works
Sestino, A., & D’Angelo, A. (2024) · Technological Forecasting and Social Change · doi:10.1016/j.techfore.2024.123526 · Cited by 24 · see citing works
Hilliard, A., Kazim, E., Bitsakis, T., & Leutner, F. (2022) · Journal of Intelligence · doi:10.3390/jintelligence10010012 · Cited by 24 · see citing works
Galeote, D. F., Legaki, N.-Z., & Hamari, J. (2023) · Computers in Human Behavior · doi:10.1016/j.chb.2023.107930 · Cited by 23 · see citing works
Shen, X. S., & Masek, L. (2023) · The Journal of Positive Psychology · doi:10.1080/17439760.2023.2288955 · Cited by 23 · see citing works
Is Virtual Citizen Science A Game?
Simperl, E. P. B., Reeves, N., Phethean, C., Lynes, T., & Tinati, R. (2018) · ACM Transactions on Social Computing · doi:10.1145/3209960 · Cited by 24 · see citing works
Şeremet, M., Haigh, M., & Cïhangiṙ, E. (2021) · Journal of Geography in Higher Education · doi:10.1080/03098265.2020.1869924 · Cited by 22 · see citing works
Conde-Pumpido, T. D. L. H., Jansz, J., Raessens, J., & Schouten, B. (. (2021) · Amsterdam University Press eBooks · doi:10.2307/j.ctv1hw3z1d · Cited by 23 · see citing works
Creating G-Class: A gamified learning environment for freshman students
Malahito, J. A. I., & Quimbo, M. A. T. (2020) · E-Learning and Digital Media · doi:10.1177/2042753019899805 · Cited by 22 · see citing works
Measuring the effect of "bottom-up" gamification in a microtask setting
Lessel, P., Altmeyer, M., Müller, M., Wolff, C. G., & Krüger, A. (2017) · International Academic Mindtrek Conference (Mindtrek) · doi:10.1145/3131085.3131086 · Cited by 21 · see citing works
Tang, J., & Prestopnik, N. R. (2019) · Aslib Journal of Information Management · doi:10.1108/ajim-09-2018-0214 · Cited by 21 · see citing works
¿Jugar o aprender? El aprendizaje lúdico en la formación musical del maestro
Tarrés, M. A. I., & Cullell, I. F. (2021) · Revista Electrónica Complutense de Investigación en Educación Musical - RECIEM · doi:10.5209/reciem.67853 · Cited by 20 · see citing works
Motivation and Engagement of Nursing Students in 2 Gamified Courses
Killam, L. A., Timmermans, K. E., & Shapiro, S. (2021) · Nurse Educator · doi:10.1097/nne.0000000000001065 · Cited by 20 · see citing works
Ghorbani, Y., Zhang, S. E., Nwaila, G. T., & Bourdeau, J. E. (2022) · The Extractive Industries and Society · doi:10.1016/j.exis.2022.101089 · Cited by 20 · see citing works
Xu, X., Tayyab, S. M. U., Jia, Q., & Wu, K. (2023) · Journal of theoretical and applied electronic commerce research · doi:10.3390/jtaer18010016 · Cited by 20 · see citing works
Conde-Pumpido, T. D. L. H., Jansz, J., Raessens, J., & Schouten, B. A. M. (2021) · Routledge eBooks · doi:10.5117/9789463728805 · Cited by 19 · see citing works
Hristova, D., & Lieberoth, A. (2021) · Springer eBooks · doi:10.1007/978-3-030-68207-1_12 · Cited by 19 · see citing works
Self-citationCan explanations improve applicant reactions towards gamified assessment methods?
Georgiou, K. (2021) · International Journal of Selection and Assessment · doi:10.1111/ijsa.12329 · Cited by 20 · see citing works
Integrating simulation tasks into an outdoor location-based game flow
Schneider, J., Schaal, S., & Schlieder, C. (2019) · Multimedia Tools and Applications · doi:10.1007/s11042-019-07931-4 · Cited by 19 · see citing works
Gamifying Massive Online Courses: Effects on the Social Networks and Course Completion Rates
de‐Marcos, L., García‐Cabot, A., García‐López, E., Ramirez-Velarde, R. V., Teixeira, A. M., & Martínez-Herráiz, J.-J. (2020) · Applied Sciences · doi:10.3390/app10207065 · Cited by 18 · see citing works
Game-Framing to Improve Applicant Perceptions of Cognitive Assessments
Collmus, A. B., & Landers, R. N. (2019) · Journal of Personnel Psychology · doi:10.1027/1866-5888/a000227 · Cited by 18 · see citing works
Adaptive, Synchronous, and Mobile Online Education: Developing the ASYMPTOTE Learning Environment
Barlovits, S., Caldeira, A., Fesakis, G., Jablonski, S., Koutsomanoli-Filippaki, D., Lázaro, C., Ludwig, M., Mammana, M. F., Moura, A., Oehler, D.-X. K., et al. (2022) · Mathematics · doi:10.3390/math10101628 · Cited by 20 · see citing works
Governmental Service Gamification
Harviainen, J. T., & Hassan, L. (2019) · International Journal of Innovation in the Digital Economy · doi:10.4018/ijide.2019070101 · Cited by 17 · see citing works
Tabletop games designed to promote computational thinking
Poole, F. J., Clarke‐Midura, J., Rasmussen, M., Shehzad, U., & Lee, V. R. (2021) · Computer Science Education · doi:10.1080/08993408.2021.1947642 · Cited by 17 · see citing works
Improving Students' Motivation to Learn through Gamification
Hasan, M. L., Mohyaldinn, M. E., Aziz, N. A. H., & Mohamed, M. A. (2017) · World Engineering Education Forum - Global Engineering Deans Council (WEEF-GEDC) · doi:10.1109/weef.2017.8467059 · Cited by 17 · see citing works
User behavior pattern detection in unstructured processes – a learning management system case study
Codish, D., Rabin, E., & Ravid, G. (2019) · Interactive Learning Environments · doi:10.1080/10494820.2019.1610456 · Cited by 15 · see citing works
More Gamification Is Not Always Better
Mogavi, R. H., Haq, E.-U., Gujar, S., Hui, P., & Ma, X. (2022) · Proceedings of the ACM on Human-Computer Interaction · doi:10.1145/3555553 · Cited by 15 · see citing works
Schneider, J., Schaal, S., & Schlieder, C. (2017) · International Conference on Virtual Worlds and Games for Serious Applications (VS-Games) · doi:10.1109/vs-games.2017.8056574 · Cited by 15 · see citing works
Simulated Environments in Architecture Education. Improving the Student Motivation
Dalmau, F. V., Domínguez, E. R., Riera, A. S., Fonseca, D., Villagrasa, S., & Navarro, I. (2017) · Advances in intelligent systems and computing · doi:10.1007/978-3-319-56541-5_24 · Cited by 14 · see citing works
Lee, E. W. J., Lim, V. S. H., & Ng, C. J. K. (2022) · Telematics and Informatics Reports · doi:10.1016/j.teler.2022.100024 · Cited by 13 · see citing works
Computational intelligence and cognitive performance assessment games
Holmgård, C., Togelius, J., & Henriksen, L. (2016) · IEEE Conference on Computational Intelligence and Games (CIG) · doi:10.1109/cig.2016.7860388 · Cited by 13 · see citing works
Wei, W., Wang, X., Han, S., & Xiong, A. (2024) · Personnel Review · doi:10.1108/pr-10-2023-0849 · Cited by 13 · see citing works
Gamification and Its Application in the Social Environment
Cordero-Brito, S., & Mena, J. (2020) · Journal of Information Technology Research · doi:10.4018/jitr.2020070104 · Cited by 12 · see citing works
Academic Games - Mapping the Use of Video Games in Research Contexts
Gómez-Maureira, M. A., van Duijn, M. J., Rieffe, C. J., & Plaat, A. (2022) · International Conference on the Foundations of Digital Games (FDG) · doi:10.1145/3555858.3555926 · Cited by 12 · see citing works
Ethical issues of gamified ICT tools for higher education
Schulz, R., Isabwe, G. M. N., & Reichert, F. (2015) · IEEE Conference on e-Learning, e-Management and e-Services (IC3e) · doi:10.1109/ic3e.2015.7403481 · Cited by 12 · see citing works
Applied Gamification: Reframing Evaluation in Post-Secondary Classrooms
Kulpa, A. (2017) · College Teaching · doi:10.1080/87567555.2016.1232693 · Cited by 12 · see citing works
Determine Entrepreneurial Characteristics Using Mobile Android Game Freezer
Ismail, M., Ibrahim, A. F., Yaacob, M. R., Ibrahim, A. H., Zakaria, M. N., Razak, R. C., Yusoff, M. N. H., Guan, T. T., & Kamaruddin, A. N. (2018) · International Journal of Interactive Mobile Technologies (iJIM) · doi:10.3991/ijim.v12i1.7790 · Cited by 12 · see citing works
Motivated to lose? Evaluating challenge and player motivations in games
Tornqvist, D., & Tichon, J. (2019) · Behaviour and Information Technology · doi:10.1080/0144929x.2019.1672789 · Cited by 12 · see citing works
Guest editorial: games for learning and dialogue on humanitarian work
Harteveld, C., & Suárez, P. (2015) · Journal of Humanitarian Logistics and Supply Chain Management · doi:10.1108/jhlscm-01-2015-0005 · Cited by 12 · see citing works
Bias audit laws: how effective are they at preventing bias in automated employment decision tools?
Hilliard, A., Gulley, A., Koshiyama, A., & Kazim, E. (2024) · International Review of Law Computers & Technology · doi:10.1080/13600869.2024.2403053 · Cited by 14 · see citing works
Reeves, N., West, P., & Simperl, E. P. B. (2018) · Proceedings of the AAAI Conference on Human Computation and Crowdsourcing · doi:10.1609/hcomp.v6i1.13329 · Cited by 11 · see citing works
Kappen, D. L., Mirza-Babaei, P., & Nacke, L. E. (2020) · Lecture notes in computer science · doi:10.1007/978-3-030-50249-2_22 · Cited by 11 · see citing works
Experiments on Gamification with Virtual and Augmented Reality for Practical Application Learning
Silva, F., Ferreira, R., Castro, A., Pinto, P., & Ramos, J. (2021) · Lecture notes in networks and systems · doi:10.1007/978-3-030-86618-1_18 · Cited by 11 · see citing works
Addressing Test Anxiety Using Game-Based Assessment
Bonefont, V., Carbino, B., & Zakerzadeh, R. (2022) · Biomedical Engineering Education · doi:10.1007/s43683-022-00082-3 · Cited by 11 · see citing works
Toward an Ethics of Homo Ludens
Sicart, M. (2021) · Springer eBooks · doi:10.1007/978-981-15-7435-1_2 · Cited by 10 · see citing works
Shallow and Deep Gamification in Mathematics Trails
Gurjanow, I., Oliveira, M. M., Zender, J., Santos, P. A., & Ludwig, M. (2019) · Lecture notes in computer science · doi:10.1007/978-3-030-11548-7_34 · Cited by 9 · see citing works
Gamification in Non-Formal Adult Educational Practices
Samodumska, O., Zarishniak, I., Tarasenko, H., Бучацька, С., Budas, I., & Tregubenko, I. (2022) · Revista Romaneasca pentru Educatie Multidimensionala · doi:10.18662/rrem/14.2/573 · Cited by 10 · see citing works
Morrison, K., Jain, M., Hammer, J., & Perer, A. (2023) · Proceedings of the ACM on Human-Computer Interaction · doi:10.1145/3610064 · Cited by 10 · see citing works
Omotosho, A., Tyoden, T., Ayegba, P. O., & Ayoola, J. A. (2019) · International Journal of Interactive Mobile Technologies (iJIM) · doi:10.3991/ijim.v13i05.9404 · Cited by 10 · see citing works
- Authors
- Lieberoth, A.
- Affiliations
- Aarhus University (DK)
- Corresponding author
- Lieberoth, Andreas
- ORCID
- Lieberoth, Andreas
- Venue
- Games and Culture
- Publisher
- SAGE Publications
- Published
- 2014-12-01
- Volume
- 10
- Issue
- 3
- Pages
- 229-248
- ISSN
- 1555-4120 (ISSN-L)
- 1555-4139
- OpenAlex
- W2321348787
- Cited by
- 208
- References
- 68
- Citations by year
- 2026: 9 · 2025: 15 · 2024: 18 · 2023: 18 · 2022: 29 · 2021: 27 · 2020: 15 · 2019: 24 · 2018: 17 · 2017: 13 · 2016: 12 · 2015: 11
- FWCI
- 28.14
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- Games and Culture (publishedVersion)
- Funders
- Aarhus Universitet
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Social Sciences › Psychology › Social Psychology › Motivation and Self-Concept in Sports
- Keywords
- gamification, framing effects, game mechanics, intrinsic motivation, task engagement, student engagement, interest and enjoyment
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