Cited by 208Educational Games and GamificationDigital Games and MediaMotivation and Self-Concept in Sports

Shallow Gamification: Testing Psychological Effects of Framing an Activity as a Game

Lieberoth, Andreas·2015·Games and Culture

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.

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Registry

Crossref · 10.1177/1555412014559978

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66 of 66 references verified0 citation errors · 0 not checkable

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  • 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.”

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Authors
Lieberoth, A.
Affiliations
Aarhus University (DK)
Corresponding author
Lieberoth, Andreas
Venue
Games and Culture
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

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