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

The DOI matches its Crossref record; 66 of the 68 references it cites were found in a registry or an index.

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.

Overview

Integrity signals

Registry

Crossref · 10.1177/1555412014559978

Cites

66 of 66 references verified0 citation errors · 0 not checkable

Statistics

Recomputing p-values needs the paper’s full text.

Verification

Claims the paper makes

This paper’s full text isn’t openly available, so its claims and self-check weren’t run. The registry and citation checks still apply.

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?

Citations

Cites

Show all 68 references

Research works printed but not linked: 6

  1. Bell C. M., 1973, Discovering old board games
  2. Deterding S., Khaled R., Nacke L., Dixon D. (2011). Gamification: Toward a definition. In Proceedings of CHI 2011 Workshop on Gamification, pp. 12–15, May 7–12 , Vancouver, BC.
  3. Henriksen T. D., 2010, A little more conversation, a little less action, please
  4. Sicart M., 2008, Game Studies, 8, 1
  5. Stevens R., 2008, The ecology of games, 41
  6. Zichermann G., 2013, The gamification revolution: How leaders leverage game mechanics to crush the competition

Cited by

Sorted by citations

Items 201–208 of 208

Metadata

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

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