An Experimental Analysis of Gamification’s Impact on Customer Engagement and Retention in Subscription-Based Business Models
Open accessAbstract
This study investigates the impact of gamification on customer engagement and retention in subscription-based business models through a six-week quasi-experimental field study. Using a streak-based gamification mechanism, we compared user behaviour between a gamified experimental group (n = 1,994) and a non-gamified control group (n = 2,107) within a live iOS subscription application. As group assignment followed onboarding status rather than randomisation, the design is quasi-experimental, and the results are interpreted as gamification-associated effects under real-world conditions rather than as strict causal estimates. Results show that gamification was associated with significantly higher engagement frequency, more stable retention, greater time investment per session, and higher conversion to paid subscriptions. At the level of daily aggregates, the experimental group exhibited 3.7 times higher daily goal completion, 4.5 times greater time investment per activity, and a 6.9-fold higher trial-to-paid conversion rate than the control group; complementary user-level analyses confirmed that these effects were broad-based rather than driven by a small number of highly active users. These findings provide ecologically valid evidence for the association between gamification and improved customer loyalty and business performance in digital subscription services. This study contributes to the literature by providing quasi-experimental field evidence linking gamification, engagement, and retention within subscription-based digital services and by demonstrating how engagement functions as a behavioural mechanism through which gamified experiences relate to conversion and long-term user value. Managerially, the results suggest that strategically integrated gamification features can serve as effective tools for improving customer lifecycle outcomes in digital subscription environments.
Verified 2026-10-12 · 1 reference not checked yet
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Written from the paper’s full text.
TL;DR
This six-week quasi-experimental field study in a live iOS subscription app found that a streak-based gamification mechanic was associated with higher engagement, more stable retention, greater time investment, and higher trial-to-paid conversion. Because groups were assigned by onboarding status rather than randomisation, the authors interpret the magnitudes as gamification-associated effects and an upper bound rather than strict causal estimates.
Key findings
- Engagement was higher in the gamified group: 3.7 times more total daily goals per user (74 vs. 20), with Goal 1 averaging 36.3 vs. 11.5 daily completions, t(82) = -15.37, p < .001, Cohen’s d = 3.35; user-level reach was 76.4% vs. 22.9%, z = 34.29, p < .001, Cohen’s h = 1.13.
- Retention was more stable: experimental Goal 1 completions stayed between 231 and 288 per week, while control declined from 89 in week 1 to 59 in week 6; by week 6 the experimental group completed Goal 1 about 3.9 times more often (231 vs. 59).
- Time investment was greater: experimental users averaged 142.4 seconds per completion event (median 114.1) vs. 31.6 seconds (median 30.4) for controls, a 4.5-fold difference; Goal 1 showed t(82) = -7.88, p < .001, Cohen’s d = 1.72.
- Conversion was higher: 8.17% of experimental users (163 of 1,994) converted to paid subscriptions vs. 1.19% of controls (25 of 2,107), χ²(1, N = 4,101) = 114.4, p < .001, odds ratio = 7.41, φ = 0.17.
Methods
- Quasi-experimental field design in a live iOS subscription application from January 5 to February 15, 2025 (six weeks); control group n = 2,107 existing users without gamification, experimental group n = 1,994 newly onboarded users exposed to a streak-based mechanic.
- Behavioural data were collected automatically via Amplitude analytics integrated with Google Firebase, capturing daily goal completions, session durations, and subscription conversions; inclusion was limited to English-language iOS settings, with no demographic filtering.
- Primary hypothesis tests used day-level independent-samples t-tests and Mann-Whitney U tests with Cohen’s d, plus Bonferroni correction; complementary user-level analyses used chi-square, Cohen’s h, φ, and odds ratio for engagement reach and conversion.
Limitations
- The paper states that group assignment followed onboarding status rather than randomisation, so experimental and control groups likely differed in baseline motivation and engagement, and new users may have shown novelty effects; this is expected to inflate the absolute differences, which should be read as an upper bound rather than a clean causal estimate.
- The paper states the sample was limited to English-speaking iOS users of a single application, the data export provided day-level aggregated counts rather than full user-level event histories, the six-week duration cannot capture long-term effects, only one gamification mechanic (streaks) was examined, and behavioural data lacked attitudinal measures.
- The text also makes evident that day-level effect sizes are large by construction due to aggregation, while user-level associations were small-to-moderate (e.g., conversion φ = 0.17), so the two units of analysis should be distinguished.
Model-written summary. Check it against the paper before relying on it.
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Claims the paper makes
24 of 60 cited sources checked · 11 supported · 0 flagged · accuracy not yet measured
- Premisecitation§ Key findings · p. 17
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”
Quote in the paperSubstantial claim1 of 2 sources checked- cites Hamari et al. (2014) source
- cites Suh et al. (2015, 2016)
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- Premisecitation§ Impact of gamification on user engagement and retention · p. 6
Over-gamification, or the use of game elements without meaningful integration into the user experience, may lead to fatigue or disengagement.
“Over-gamification, or the use of game elements without meaningful integration into the user experience, may lead to fatigue or disengagement (El Hafidy et al., 2021).”
Quote in the paperNot a substantial claim1 of 1 sources checked- cites El Hafidy et al., 2021 source
Section 2.3 defines gamification and describes it as promoting engagement. A passage in Section 4.7 says users may disengage if rewards are removed, but neither passage addresses over-gamification, poorly integrated game elements, or fatigue. Searches for those terms and related negative effects found no passage supporting the attributed claim; page numbers were not available in our copy. (LLM, conf=0.74)
Experimental — accuracy not yet measured
- Premisecitation§ Hypotheses development · p. 8
Socially gamified behaviours significantly increase monetary outcomes, based on quasi-experimental field data from 4,896 e-commerce users over two years.
“The study (Farace et al., 2025), based on quasi-experimental field data from 4,896 e-commerce users over two years, reveals that socially gamified behaviours significantly increase monetary outcomes”
Quote in the paperSubstantial claim1 of 1 sources checked- cites Farace et al., 2025 source
- Premisecitation§ Hypotheses development · p. 8
Jacobides et al. (2024) analysis of 40 gamification projects identifies validated pathways through which gamified systems facilitate customer acquisition.
“Jacobides et al. (2024), in their analysis of 40 gamification projects, identify validated pathways through which gamified systems facilitate customer acquisition”
Quote in the paperNot a substantial claim1 of 1 sources checked- cites Jacobides et al. (2024) source
- Premisecitation§ Introduction · p. 2
Empirical research suggests that gamification can positively affect engagement and loyalty across digital environments.
“Empirical research suggests that gamification can positively affect engagement and loyalty across digital environments (Koivisto & Hamari, 2019; García-Jurado et al., 2021).”
Quote in the paperSubstantial claim1 of 2 sources checked- cites Koivisto & Hamari, 2019
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- cites García-Jurado et al., 2021 source
The Discussion reports a positive relationship between gamification and engagement in online shopping. The Introduction says gamification elements can promote user loyalty, but the study does not report an empirical loyalty outcome or test effects across digital environments. The claim extends the study’s findings beyond its measured outcome and setting. (LLM, conf=0.84)
Experimental — accuracy not yet measured
- Interpretationown data§ Theoretical implications · p. 18
The study provides experimental evidence necessary for establishing causal relationships between virtualisation, engagement, and monetisation.
“The significantly higher conversion rates support Jacobides et al.'s (2024) identification of retention as a central pathway for gamification value creation, while providing the experimental evidence they identify as necessary for establishing causal relationships between virtualisation, engagement, and monetisation.”
Quote in the paperSubstantial claim1 of 1 sources checked- cites Jacobides et al.'s (2024) source
The Findings and customer-retention passages identify retention as a strategic objective and virtualization as one pathway to it. But the paper’s discussion of future research calls for a fuzzy-set QCA measuring the extent of virtualization; it does not identify experimental evidence as necessary to establish causal relationships between virtualization, engagement, and monetization. No page numbers are available in our copy. (LLM, conf=0.85)
Experimental — accuracy not yet measured
- Findingown data§ Theoretical implications · p. 18
Conversion rates were significantly higher in the experimental group than in the control group.
“The significantly higher conversion rates support Jacobides et al.'s (2024) identification of retention as a central pathway for gamification value creation, while providing the experimental evidence they identify as necessary for establishing causal relationships between virtualisation, engagement, and monetisation.”
Quote in the paperSubstantial claim1 of 1 sources checked- cites Jacobides et al.'s (2024) source
The Findings section identifies customer retention as one of three strategic objectives reached through gamification pathways, and the Customer Retention discussion describes virtualization as one such pathway. But the paper's Data and Methods section describes a qualitative comparative analysis, not a call for experimental evidence to establish causal relationships between virtualization, engagement, and monetization. The higher experimental-group conversion rate is presented as the citing authors' result, not Jacobides et al.'s. (LLM, conf=0.86)
Experimental — accuracy not yet measured
- Premisecitation§ Theoretical implications · p. 18
Retention is a central pathway for gamification value creation.
“The significantly higher conversion rates support Jacobides et al.'s (2024) identification of retention as a central pathway for gamification value creation, while providing the experimental evidence they identify as necessary for establishing causal relationships between virtualisation, engagement, and monetisation.”
Quote in the paperSubstantial claim1 of 1 sources checked- cites Jacobides et al.'s (2024) source
The Findings and Objective 1: Customer Retention sections (pages not provided) identify customer retention as a strategic objective through which gamification creates value. The cited paper does not identify experimental evidence as necessary to establish causal relationships between virtualisation, engagement, and monetisation; its Data and Methods section instead describes a qualitative comparative analysis. (LLM, conf=0.84)
Experimental — accuracy not yet measured
- Interpretationown data§ Theoretical implications · p. 18
The findings align with Hewapathirana and Caldera's (2023) conceptualisation of emotional engagement in marketing contexts.
“This aligns with Hewapathirana and Caldera's (2023) conceptualisation of emotional engagement in marketing contexts, while extending their work with experimental evidence.”
Quote in the paperNot a substantial claim1 of 1 sources checked- cites Hewapathirana and Caldera's (2023) source
- Interpretationcitation§ Key findings · p. 18
Streak mechanics convert initial interest into habitual behaviour.
“This finding extends Edney et al. ' s (2019) work on attrition reduction by demonstrating that streak mechanics specifically interrupt the honeymoondecline pattern characteristic of subscription services, converting initial interest into habitual behaviour as theorised by Litvin et al. (2020).”
Quote in the paperSubstantial claim1 of 1 sources checked- cites Litvin et al. (2020) source
The Introduction describes gamification generally as a promising way to increase engagement and reduce attrition, and the Discussion reports lower attrition in the gamified-app group. Neither passage identifies streak mechanics or theorizes that they convert initial interest into habitual behaviour; a search for streaks and habit formation found no such account. (LLM, conf=0.77)
Experimental — accuracy not yet measured
- Interpretationcitation§ Theoretical implications · p. 18
Gamification can foster genuine intrinsic motivation when designed to support psychological needs rather than merely control behaviour.
“The streak mechanism satisfied competence needs through progress feedback while supporting autonomy through voluntary participation, suggesting - as Tyack and Mekler (2024) argue - that gamification can foster genuine intrinsic motivation when designed to support psychological needs rather than merely control behaviour.”
Quote in the paperSubstantial claim1 of 1 sources checked- cites Tyack and Mekler (2024) source
- Interpretationown data§ Key findings · p. 18
Streak mechanics specifically interrupt the honeymoon-decline pattern characteristic of subscription services.
“This finding extends Edney et al. ' s (2019) work on attrition reduction by demonstrating that streak mechanics specifically interrupt the honeymoondecline pattern characteristic of subscription services, converting initial interest into habitual behaviour as theorised by Litvin et al. (2020).”
Quote in the paperSubstantial claim2 of 2 sources checked- cites Edney et al. ' s (2019) source
Edney et al. studied app engagement and nonuse attrition, so the description of their work is broadly apt. However, the Results (Nonuse Attrition; page unavailable) found no statistically significant difference in time to attrition between the gamified and basic apps. The citing sentence presents streak mechanics and the subscription-service honeymoon-decline pattern as its own new finding, not as findings from Edney et al. (LLM, conf=0.85)
Experimental — accuracy not yet measured - cites Litvin et al. (2020) source
The Introduction describes the difficulty of turning interest in mental-health apps into regular use and presents gamification as a possible way to improve engagement. The Discussion reports lower attrition in the gamified-app group but cautions that the result cannot be attributed directly to gamification. Neither section supports the more specific claim that streak mechanics interrupt a honeymoon decline in subscription services or create habitual behaviour. (LLM, conf=0.86)
Experimental — accuracy not yet measured
- Interpretationown data§ Contribution to gamification and digital marketing literature · p. 19
A single, relatively simple mechanic can generate substantial behavioural and commercial effects.
“Second, the findings demonstrate that a single, relatively simple mechanic can generate substantial behavioural and commercial effects, challenging assumptions that complex multi-element gamification systems are necessary for success.”
Quote in the paperSubstantial claim1 of 1 sources checked- cites Bitrian et al., 2021 source
The post-hoc analysis (Section 5.3) links achievement-and-progression elements to continued-use intention, word-of-mouth intention, and app ratings. But the research context (Section 4.1) identifies 12 game elements in the app, grouped into three categories. The paper does not show that a single simple mechanic produces these effects or test whether multi-element systems are necessary. (LLM, conf=0.86)
Experimental — accuracy not yet measured
- Findingown data§ An Experimental Analysis of Gamification's Impact on Customer Engagement and Retention in Subscription-Based Business Models · p. 1
The gamified experimental group exhibited 4.5 times greater time investment per activity than the non-gamified control group.
“At the level of daily aggregates, the experimental group exhibited 3.7 times higher daily goal completion, 4.5 times greater time investment per activity, and a 6.9-fold higher trial-to-paid conversion rate than the control group; complementary user-level analyses confirmed that these effects were broad-based rather than driven by a small number of highly active users.”
Quote in the paperSubstantial claim - Findingown data§ An Experimental Analysis of Gamification's Impact on Customer Engagement and Retention in Subscription-Based Business Models · p. 1
Complementary user-level analyses confirmed that the observed effects were broad-based rather than driven by a small number of highly active users.
“complementary user-level analyses confirmed that these effects were broad-based rather than driven by a small number of highly active users.”
Quote in the paperSubstantial claim - Findingown data§ An Experimental Analysis of Gamification's Impact on Customer Engagement and Retention in Subscription-Based Business Models · p. 1
The gamified experimental group showed more stable retention than the non-gamified control group.
“Results show that gamification was associated with significantly higher engagement frequency, more stable retention, greater time investment per session, and higher conversion to paid subscriptions.”
Quote in the paperSubstantial claim - Findingown data§ An Experimental Analysis of Gamification's Impact on Customer Engagement and Retention in Subscription-Based Business Models · p. 1
The gamified experimental group exhibited a 6.9-fold higher trial-to-paid conversion rate than the non-gamified control group.
“At the level of daily aggregates, the experimental group exhibited 3.7 times higher daily goal completion, 4.5 times greater time investment per activity, and a 6.9-fold higher trial-to-paid conversion rate than the control group; complementary user-level analyses confirmed that these effects were broad-based rather than driven by a small number of highly active users.”
Quote in the paperSubstantial claim - Findingown data§ An Experimental Analysis of Gamification's Impact on Customer Engagement and Retention in Subscription-Based Business Models · p. 1
In the six-week field study, the gamified experimental group (n = 1,994) exhibited 3.7 times higher daily goal completion than the non-gamified control group (n = 2,107).
“At the level of daily aggregates, the experimental group exhibited 3.7 times higher daily goal completion, 4.5 times greater time investment per activity, and a 6.9-fold higher trial-to-paid conversion rate than the control group; complementary user-level analyses confirmed that these effects were broad-based rather than driven by a small number of highly active users.”
Quote in the paperSubstantial claim - Findingown data§ Retention · p. 13
By week 6, the experimental group completed Goal 1 approximately 3.9 times more often than the control group (231 vs. 59 events).
“By week 6, the experimental group completed Goal 1 approximately 3.9 times more often than the control group (231 vs. 59 events).”
Quote in the paperSubstantial claim - Findingown data§ Time investment · p. 15
Overall, the experimental group invested 4.5 times more time per interaction than the control group.
“Overall, the experimental group invested 4.5 times more time per interaction”
Quote in the paperSubstantial claim - Findingcitation§ Key findings · p. 18
The experimental group's retention trajectories diverged from the typical novelty-decay curve.
“The divergence in retention trajectories -specifically the experimental group's resistance to the typical novelty-decay curve - supports Koivisto and Hamari's (2019) assertion that gamification sustains interest beyond initial novelty effects.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Koivisto and Hamari's (2019)
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- Findingown data§ Engagement frequency · p. 13
76.4% of experimental users (1,524 of 1,994) completed Goal 1 at least once during the study, compared with 22.9% of control users (482 of 2,107).
“76.4% of experimental users (1,524 of 1,994) completed Goal 1 at least once during the study, compared with 22.9% of control users (482 of 2,107).”
Quote in the paperSubstantial claim - Findingown data§ Key findings · p. 17
The experimental group's median interaction time (114.1 seconds) was markedly longer than the control group's median interaction time (30.4 seconds).
“The control group's short median interaction time (30.4 seconds) is consistent with concerns raised by El Hafidy et al. (2021) regarding superficial digital engagement, whereas the experimental group's markedly longer median (114.1 seconds) suggests that well-designed gamification can counteract the shallow interaction patterns identified by Nyström (2021).”
Quote in the paperSubstantial claim - Findingown data§ Engagement frequency · p. 13
The same pattern of higher completion rates held at every subsequent goal level (Goal 2: 36.1% vs. 8.9%; Goal 3: 20.8% vs. 4.3%; Goal 4: 13.4% vs. 2.5%; Goal 5: 8.2% vs. 1.2%).
“The same pattern held at every subsequent goal level (Goal 2: 36.1% vs. 8.9%; Goal 3: 20.8% vs. 4.3%; Goal 4: 13.4% vs. 2.5%; Goal 5: 8.2% vs. 1.2%).”
Quote in the paperSubstantial claim - Findingown data§ Practical implications · p. 19
The relatively simple implementation (a visual streak counter) achieved substantial effects.
“Third, the relatively simple implementation (a visual streak counter) achieved substantial effects, suggesting that businesses need not invest in complex gamification systems to realise benefits.”
Quote in the paperSubstantial claim - Findingnone given§ Conclusions · p. 21
There was a significant increase in trial-to-paid conversion rates.
“Moreover, the significant increase in trial-to-paid conversion rates demonstrates the direct commercial relevance of behavioural engagement improvements, reinforcing the strategic importance of experiential design within digital marketing.”
Quote in the paperSubstantial claim - Findingown data§ Contribution to gamification and digital marketing literature · p. 19
Increased interaction patterns are connected with conversion performance.
“Third, the study extends research linking engagement to monetisation outcomes by providing behavioural evidence connecting increased interaction patterns with conversion performance.”
Quote in the paperSubstantial claim0 of 3 sources checked- cites Ramdhani et al., 2024
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- cites Persada, 2023 source
- cites Israfilzade, 2025b
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- Findingnone given§ Practical implications · p. 19
Engagement in the gamified group was consistent.
“Fourth, the consistency of engagement in the gamified group highlights the importance of daily interaction patterns for subscription success.”
Quote in the paperSubstantial claim - Interpretationown data§ An Experimental Analysis of Gamification's Impact on Customer Engagement and Retention in Subscription-Based Business Models · p. 1
The findings provide ecologically valid evidence for the association between gamification and improved customer loyalty and business performance in digital subscription services.
“These findings provide ecologically valid evidence for the association between gamification and improved customer loyalty and business performance in digital subscription services.”
Quote in the paperSubstantial claim - Interpretationown data§ An Experimental Analysis of Gamification's Impact on Customer Engagement and Retention in Subscription-Based Business Models · p. 1
Engagement functions as a behavioural mechanism through which gamified experiences relate to conversion and long-term user value.
“by demonstrating how engagement functions as a behavioural mechanism through which gamified experiences relate to conversion and long-term user value.”
Quote in the paperSubstantial claim - Study design and conductreasoning§ Research design · p. 9
A field-based design was selected to maximise ecological validity by observing actual user behaviour in a live commercial environment.
“A field-based design was selected to maximise ecological validity by observing actual user behaviour in a live commercial environment.”
Quote in the paperSubstantial claim - Premisecitation§ Theoretical framework · p. 7
The Technology Acceptance Model explains how gamification influences user behaviour through perceived usefulness and ease of use.
“The Technology Acceptance Model (TAM) further explains how gamification influences user behaviour through perceived usefulness and ease of use (Mohd Amir et al., 2020).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Mohd Amir et al., 2020 source
- Premisecitation§ Impact of gamification on user engagement and retention · p. 6
Gamification positively influences user motivation, satisfaction, and engagement through the mediation of psychological needs satisfaction, including autonomy, competence, and relatedness.
“Studies have demonstrated that gamification positively influences user motivation, satisfaction, and engagement through the mediation of psychological needs satisfaction, including autonomy, competence, and relatedness (Suh et al., 2015; 2016).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Suh et al., 2015; 2016
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- Premisecitation§ Hypotheses development · p. 7
Gullshenas and Shirazi (2025) reported a strong and statistically significant positive relationship between gamification and customer engagement.
“Complementing this experimental perspective, Gullshenas and Shirazi (2025) reported a strong and statistically significant positive relationship between gamification and customer engagement, thereby demonstrating the substantial behavioural influence of gamified mechanisms.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Gullshenas and Shirazi (2025)
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- Interpretationown data§ Engagement frequency · p. 13
The consistency of engagement in the experimental group suggests that the streak mechanism successfully created habitual usage patterns.
“The consistency of engagement in the experimental group suggests that the streak mechanism successfully created habitual usage patterns.”
Quote in the paperSubstantial claim - Interpretationown data§ Summary of hypothesis testing · p. 17
Gamification can significantly improve key subscription-related metrics such as activity, retention, and conversion.
“Gamification can significantly improve key subscription-related metrics such as activity, retention, and conversion.”
Quote in the paperSubstantial claim- Rests on an assumption: The sample is representative of the application's user base.
- Interpretationreasoning§ Theoretical implications · p. 18
Streak mechanics convert extrinsic rewards into intrinsic behavioural habits.
“Our findings also contribute to behavioural economics by demonstrating how streak mechanics may leverage loss aversion and endowment effects identified in classical behavioural theory, converting extrinsic rewards into intrinsic behavioural habits - a mechanism implied by Bunchball (2010) but rarely demonstrated experimentally in live commercial environments.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Bunchball (2010)
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- Interpretationown data§ Retention · p. 14
This pattern suggests that gamification successfully extended the 'honeymoon period' of service usage.
“This pattern suggests that gamification successfully extended the 'honeymoon period' of service usage.”
Quote in the paperSubstantial claim - Interpretationown data§ Conversion · p. 16
The conversion results demonstrate that gamification's effects on engagement translated into tangible business outcomes.
“The conversion results demonstrate that gamification's effects on engagement translated into tangible business outcomes.”
Quote in the paperSubstantial claim - Interpretationown data§ Theoretical implications · p. 18
Even minimal implementations of gamification can yield substantial effects when aligned with user goals.
“Our results confirm Zhao's (2024) assertion that progress tracking mechanics create effective feedback loops, yet suggest that even minimal implementations can yield substantial effects when aligned with user goals.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Zhao's (2024) source
- Premisecitation§ Theoretical implications · p. 18
Progress tracking mechanics create effective feedback loops.
“Our results confirm Zhao's (2024) assertion that progress tracking mechanics create effective feedback loops, yet suggest that even minimal implementations can yield substantial effects when aligned with user goals.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Zhao's (2024) source
- Study design and conductreasoning§ Internal validity and group composition · p. 10
The observed differences represent an upper bound on the true effect.
“the observed differences represent an upper bound on the true effect”
Quote in the paperSubstantial claim - Interpretationown data§ Engagement frequency · p. 13
Because the great majority of the experimental group - not a small subset - engaged with the streak mechanic, the aggregate trends cannot be attributed to a handful of power users.
“Because the great majority of the experimental group - not a small subset - engaged with the streak mechanic, the aggregate trends cannot be attributed to a handful of power users.”
Quote in the paperSubstantial claim - Interpretationown data§ Key findings · p. 17
Streak mechanics are associated with sustained rather than momentary engagement.
“The difference in engagement depth supports Paschmann et al.'s (2024) finding that proximity to rewards increa ses user involvement, while extending their work by suggesting that streak mechanics are associated with sustained rather than momentary engagement.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Paschmann et al.'s (2024)
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- Interpretationreasoning§ Theoretical implications · p. 18
The streak mechanism satisfied competence needs through progress feedback.
“The streak mechanism satisfied competence needs through progress feedback while supporting autonomy through voluntary participation, suggesting - as Tyack and Mekler (2024) argue - that gamification can foster genuine intrinsic motivation when designed to support psychological needs rather than merely control behaviour.”
Quote in the paperSubstantial claim - Interpretationown data§ Theoretical implications · p. 18
Gamification enhances perceived usefulness through increased engagement depth rather than merely improving ease of use.
“Furthermore, we extend the Techno logy Acceptance Model (TAM) as applied by Mohd Amir et al. (2020), demonstra ting that gamification enhances perceived usefulness through increased engagement depth rather than merely improving ease of use.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Mohd Amir et al. (2020) source
- Interpretationown data§ Key findings · p. 17
This study provides quasi-experimental field evidence on the association between gamification and user behaviour in subscription-based business models.
“This study provides quasi-experimental field evidence on the association between gamification and user behaviour in subscription-based business models”
Quote in the paperSubstantial claim - Interpretationreasoning§ Theoretical implications · p. 18
The streak mechanism supported autonomy through voluntary participation.
“The streak mechanism satisfied competence needs through progress feedback while supporting autonomy through voluntary participation, suggesting - as Tyack and Mekler (2024) argue - that gamification can foster genuine intrinsic motivation when designed to support psychological needs rather than merely control behaviour.”
Quote in the paperSubstantial claim - Interpretationcitation§ Theoretical implications · p. 18
Streak mechanics may leverage loss aversion and endowment effects identified in classical behavioural theory.
“Our findings also contribute to behavioural economics by demonstrating how streak mechanics may leverage loss aversion and endowment effects identified in classical behavioural theory, converting extrinsic rewards into intrinsic behavioural habits - a mechanism implied by Bunchball (2010) but rarely demonstrated experimentally in live commercial environments.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Bunchball (2010)
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- Interpretationreasoning§ Theoretical implications · p. 18
The results are consistent with Self-Determination Theory (SDT) in subscription contexts.
“First, the results are consistent with Self-Determination Theory (SDT) in subscription contexts, supporting Ryan and Deci's (2020) framework regarding the internalisation of extrinsic motivation.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Ryan and Deci's (2020) source
- Interpretationown data§ Key findings · p. 17
Well-designed gamification can counteract the shallow interaction patterns identified by Nyström (2021).
“The control group's short median interaction time (30.4 seconds) is consistent with concerns raised by El Hafidy et al. (2021) regarding superficial digital engagement, whereas the experimental group's markedly longer median (114.1 seconds) suggests that well-designed gamification can counteract the shallow interaction patterns identified by Nyström (2021).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Nyström (2021) source
- Interpretationown data§ Time investment · p. 15
The exception for Goal 2 suggests that this particular task had inherent characteristics that determined engagement duration regardless of gamification.
“suggesting that this particular task had inherent characteristics that determined engagement duration regardless of gamification”
Quote in the paperNot a substantial claim - Interpretationown data§ Conversion · p. 16
The chain of effects from gamification to increased engagement frequency, deeper time investment, and sustained retention ultimately manifested in significantly higher willingness to pay for the service.
“The chain of effects from gamification to increased engagement frequency, deeper time investment, and sustained retention ultimately manifested in significantly higher willingness to pay for the service.”
Quote in the paperSubstantial claim - Premiseown data§ Key findings · p. 18
Gamification sustains interest beyond initial novelty effects.
“The divergence in retention trajectories -specifically the experimental group's resistance to the typical novelty-decay curve - supports Koivisto and Hamari's (2019) assertion that gamification sustains interest beyond initial novelty effects.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Koivisto and Hamari's (2019)
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- Interpretationown data§ Limitations · p. 19
The results may not generalise to other platforms, languages, or service categories.
“The sample was also limited to English-speaking iOS users of a single application, potentially limiting generalisability to other platforms, languages, or service categories.”
Quote in the paperNot a substantial claim - Interpretationreasoning§ Conclusions · p. 21
Gamification influences perceived value indirectly through behavioural engagement pathways.
“The findings contribute to motivational and technology adoption theories by illustrating how gamification influences perceived value indirectly through behavioural engagement pathways.”
Quote in the paperSubstantial claim - Study design and conductreasoning§ Limitations · p. 20
The reliance on behavioural data without accompanying attitudinal measures means the study cannot directly assess psychological mechanisms.
“The reliance on behavioural data without accompanying attitudinal measures means we can infer motivation from behaviour but cannot directly assess psychological mechanisms.”
Quote in the paperNot a substantial claim - Interpretationown data§ Contribution to gamification and digital marketing literature · p. 19
Gamification can function as a strategic revenue optimisation tool rather than merely a user experience enhancement.
“The present findings therefore strengthen the argument that gamification can function as a strategic revenue optimisation tool rather than merely a user experience enhancement.”
Quote in the paperSubstantial claim - Study design and conductnone given§ Limitations · p. 19
The sample was limited to English-speaking iOS users of a single application.
“The sample was also limited to English-speaking iOS users of a single application, potentially limiting generalisability to other platforms, languages, or service categories.”
Quote in the paperNot a substantial claim - Study design and conductown data§ Limitations · p. 19
The study mitigated the day-level constraint with user-level reach and conversion analyses.
“Finally, the data export provided behavioural counts aggregated by day rather than full userlevel event histories, which constrained the primary analyses to the day level; we mitigated this with user-level reach and conversion”
Quote in the paperNot a substantial claim - Interpretationreasoning§ Practical implications · p. 19
The effectiveness of gamification depends more on alignment between game mechanics and user motivations than on technological sophistication.
“The key is alignment between game mechanics and user motivations, not technological sophistication.”
Quote in the paperSubstantial claim - Study design and conductreasoning§ Limitations · p. 19
The confound is expected to inflate the absolute magnitude of the observed differences.
“As discussed in Section Internal Validity and Group Composition, this confound is expected to inflate the absolute magnitude of the observed differences, which should therefore be read as an upper bound on the gamification-associated effect rather than a clean causal estimate.”
Quote in the paperSubstantial claim - Study design and conductreasoning§ Conclusions · p. 21
The absolute magnitudes likely overstate the pure treatment effect.
“These associations should be interpreted in light of the quasi-experimental design: because the experimental and control groups differed in onboarding status, the absolute magnitudes likely overstate the pure treatment effect, even as the direction and breadth of the effects remain robust across units of analysis.”
Quote in the paperSubstantial claim - Study design and conductreasoning§ Limitations · p. 19
Group assignment followed onboarding status rather than randomisation.
“The most consequential concerns the quasi-experimental design: group assignment followed onboarding status rather than randomisation, so the experimental (new-user) and control (existing-user) groups likely differed in baseline motivation and engagement, and newly onboarded users may have exhibited onboarding or novelty effects.”
Quote in the paperSubstantial claim - Interpretationreasoning§ Conclusions · p. 21
Even relatively simple gamification elements can be associated with substantial behavioural differences when aligned with meaningful user activities and platform objectives.
“The findings suggest that even relatively simple gamification elements can be associated with substantial behavioural differences when aligned with meaningful user activities and platform objectives.”
Quote in the paperSubstantial claim - Study design and conductown data§ Limitations · p. 19
The data export constrained the primary analyses to the day level.
“Finally, the data export provided behavioural counts aggregated by day rather than full userlevel event histories, which constrained the primary analyses to the day level; we mitigated this with user-level reach and conversion”
Quote in the paperNot a substantial claim - Interpretationown data§ Practical implications · p. 19
Daily interaction patterns are important for subscription success.
“Fourth, the consistency of engagement in the gamified group highlights the importance of daily interaction patterns for subscription success.”
Quote in the paperSubstantial claim - Study design and conductown data§ Limitations · p. 19
The data export provided behavioural counts aggregated by day rather than full user-level event histories.
“Finally, the data export provided behavioural counts aggregated by day rather than full userlevel event histories, which constrained the primary analyses to the day level; we mitigated this with user-level reach and conversion”
Quote in the paperSubstantial claim - Interpretationreasoning§ Limitations · p. 20
The results may not generalise to non-commercial or non-subscription environments.
“Finally, the study was conducted in a specific commercial context, and results may not generalise to non-commercial or nonsubscription environments.”
Quote in the paperNot a substantial claim - Study design and conductreasoning§ Limitations · p. 19
The observed differences should be read as an upper bound on the gamification-associated effect rather than a clean causal estimate.
“As discussed in Section Internal Validity and Group Composition, this confound is expected to inflate the absolute magnitude of the observed differences, which should therefore be read as an upper bound on the gamification-associated effect rather than a clean causal estimate.”
Quote in the paperSubstantial claim - Study design and conductreasoning§ Limitations · p. 19
Newly onboarded users may have exhibited onboarding or novelty effects.
“The most consequential concerns the quasi-experimental design: group assignment followed onboarding status rather than randomisation, so the experimental (new-user) and control (existing-user) groups likely differed in baseline motivation and engagement, and newly onboarded users may have exhibited onboarding or novelty effects.”
Quote in the paperSubstantial claim - Study design and conductreasoning§ Limitations · p. 19
The design cannot fully isolate the treatment from group composition.
“While the direction and consis tency of effects across all behavioural dimensions and the full six-week window - together with the broad-based user-level results - make it unlikely that the entire effect is artefactual, the design cannot fully isolate the treatment from group composition; randomised assignment of comparable users is needed to confirm causality.”
Quote in the paperSubstantial claim - Study design and conductreasoning§ Limitations · p. 19
The experimental (new-user) and control (existing-user) groups likely differed in baseline motivation and engagement.
“The most consequential concerns the quasi-experimental design: group assignment followed onboarding status rather than randomisation, so the experimental (new-user) and control (existing-user) groups likely differed in baseline motivation and engagement, and newly onboarded users may have exhibited onboarding or novelty effects.”
Quote in the paperSubstantial claim - Interpretationown data§ Practical implications · p. 19
Gamification features like streak mechanics can significantly improve key performance indicators, including engagement, retention, and conversion.
“First, gamification features like streak mechanics can significantly improve key performance indicators, including engagement, retention, and conversion.”
Quote in the paperSubstantial claim - Study design and conductcitation§ Contribution to gamification and digital marketing literature · p. 19
The study provides rare quasi-experimental field evidence within a live subscription environment.
“First, it provides rare quasi-experimental field evidence within a live subscription environment, addressing calls for more ecologically valid research designs (Koivisto & Hamari, 2019).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Koivisto & Hamari, 2019
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
- Interpretationown data§ Conclusions · p. 21
Minimalistic gamification design, when psychologically aligned with user goals, can be highly effective without requiring complex multi-element systems.
“Furthermore, the results support emerging perspectives suggesting that minimalistic gamification design - when psychologically aligned with user goals - can be highly effective without requiring complex multi-element systems.”
Quote in the paperSubstantial claim - Study design and conductown data§ Conclusions · p. 21
The study contributes behavioural field evidence to motivational and technology adoption theories.
“From a theoretical perspective, the study contributes behavioural field evidence - rather than simulated or selfreported data - to motivational and technology adoption theories.”
Quote in the paperSubstantial claim - Interpretationown data§ Conclusions · p. 21
Behavioural engagement improvements have direct commercial relevance.
“Moreover, the significant increase in trial-to-paid conversion rates demonstrates the direct commercial relevance of behavioural engagement improvements, reinforcing the strategic importance of experiential design within digital marketing.”
Quote in the paperSubstantial claim - Study design and conductnone given§ Limitations · p. 20
The study examined only one gamification mechanic (streaks).
“Additionally, the study examined only one gamification mechanic (streaks); other mechanics, such as leaderboards, badges, or points, may produce different effects.”
Quote in the paperNot a substantial claim - Study design and conductown data§ Limitations · p. 19
The direction and consistency of effects across all behavioural dimensions and the full six-week window make it unlikely that the entire effect is artefactual.
“While the direction and consis tency of effects across all behavioural dimensions and the full six-week window - together with the broad-based user-level results - make it unlikely that the entire effect is artefactual, the design cannot fully isolate the treatment from group composition; randomised assignment of comparable users is needed to confirm causality.”
Quote in the paperSubstantial claim
- May combine two claims. 52
- Classified as probably not a substantial claim. 30
May combine two claims.
Premisecitation§ Gamification in subscription-based business models · p. 5Mechanics like daily challenges or streak counters are effective in triggering consistent behaviour and fostering psychological ownership of the service.
“In particular, mechanics like daily challenges or streak counters are effective in triggering consistent behaviour and fostering psychological ownership of the service (Litvin et al., 2020).”
Quote in the paperSubstantial claim1 of 1 sources checked- cites Litvin et al., 2020 source
The Discussion (page unavailable) reports significantly lower attrition in the gamified-app group, which offers some support for improved adherence. But the paper does not establish that daily challenges or streak counters trigger consistent behaviour or foster psychological ownership; its Strengths and limitations section says app usage was not recorded, so the effect on nonusage attrition could not be evaluated. (LLM, conf=0.88)
Experimental — accuracy not yet measured
May combine two claims.
Premisecitation§ Impact of gamification on user engagement and retention · p. 6In mobile health and education applications, gamified features increase the frequency and duration of user sessions and reduce dropout rates.
“For example, in mobile health (mHealth) and education applications, gamified features have been found to increase the frequency and duration of user sessions, as well as reduce dropout rates (Edney et al., 2019; Poondej & Lerdpornkulrat, 2016).”
Quote in the paperNot a substantial claim1 of 2 sources checked- cites Edney et al., 2019 source
The Results (Daily Active Users; page unavailable) found significantly more daily users in the gamified mHealth app group, supporting increased use. The study did not report session duration or examine education apps. The Results (Nonuse Attrition; page unavailable) found numerically lower dropout in the gamified group, but the between-group difference in time to attrition was not statistically significant. (LLM, conf=0.89)
Experimental — accuracy not yet measured - cites Poondej & Lerdpornkulrat, 2016
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
Classified as probably not a substantial claim.
Premisecitation§ Hypotheses development · p. 8Lin et al. (2022) report that gamification elements positively influence perceived playfulness and customer engagement.
“Lin et al. (2022) report that gamification elements positively influence perceived playfulness and customer engagement, suggesting that users are more likely to immerse themselves in tasks when interactive and motivational features are present (Israfilzade, 2021, 2025a).”
Quote in the paperSubstantial claim1 of 2 sources checked- cites Lin et al. (2022) source
- cites Israfilzade, 2021, 2025a
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
May combine two claims.
Premisecitation§ Hypotheses development · p. 7Experimental evidence from Bravo et al. (2023) shows that gamification enhances perceived playfulness and reward satisfaction, which in turn increases user engagement behaviours and interaction frequency.
“Experimental evidence by Bravo et al. (2023), based on a controlled study with 315 participants comparing gamified and non-gamified loyalty programs, shows that gamification enhances perceived playfulness and reward satisfaction, which in turn increases user engagement behaviours and interaction frequency.”
Quote in the paperSubstantial claim1 of 1 sources checked- cites Bravo et al. (2023) source
The Experimental design and participant sections describe a gamified-versus-non-gamified comparison with 315 participants. The results report higher perceived playfulness and reward satisfaction with gamification, and link those perceptions through perceived hotel value to engagement measures such as booking intentions, word of mouth and referrals. The paper does not report increased interaction frequency, and its engagement measures should not be presented as observed behaviour. (LLM, conf=0.87)
Experimental — accuracy not yet measured
Classified as probably not a substantial claim.
Premisecitation§ Hypotheses development · p. 7Jacobides et al. (2024) identify retention as a central pathway through which gamification creates value, emphasising the role of virtualisation, social comparison, and reward structures in sustaining user participation.
“Jacobides et al. (2024) identify retention as a central pathway through which gamification creates value, emphasising the role of virtualisation, social comparison, and reward structures in sustaining user participation.”
Quote in the paperSubstantial claim1 of 1 sources checked- cites Jacobides et al. (2024) source
Classified as probably not a substantial claim.
Premisecitation§ Introduction · p. 2Gamification 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).”
Quote in the paperSubstantial claim1 of 2 sources checkedClassified as probably not a substantial claim.
Premisecitation§ Hypotheses development · p. 8Reward-based loyalty mechanisms alone can effectively stimulate participation and adoption.
“rewardbased loyalty mechanisms alone can effectively stimulate participation and adoption”
Quote in the paperSubstantial claim1 of 1 sources checked- cites Jacobides et al. (2024) source
May combine two claims.
Premisecitation§ Impact of gamification on user engagement and retention · p. 6In e-commerce, gamification has direct effects on user engagement, with points and challenges as key drivers.
“In ecommerce, gamification has been found to have direct effects on user engagement, with specific elements like points and challenges emerging as key drivers (García-Jurado et al., 2021; Persada, 2023).”
Quote in the paperSubstantial claim1 of 2 sources checked- cites García-Jurado et al., 2021 source
The Discussion (section 5; page unavailable) reports that points, badges and leaderboards jointly have direct effects on engagement in e-commerce. Challenges are listed as a possible game element in section 2.1, but the paper does not identify them as a key driver of engagement. (LLM, conf=0.88)
Experimental — accuracy not yet measured - cites Persada, 2023 source
Classified as probably not a substantial claim.
Premisecitation§ Hypotheses development · p. 8Engagement-driven interactions influence purchasing behaviour.
“highlighting the role of engagement-driven interactions in influencing purchasing behaviour”
Quote in the paperSubstantial claim1 of 1 sources checked- cites Farace et al., 2025 source
Classified as probably not a substantial claim.
Premisecitation§ Hypotheses development · p. 8The combination of virtualisation and tangible rewards creates competitive and immersive experiences that attract and convert new users.
“the combination of virtualisation and tangible rewards creates competitive and immersive experiences that attract and convert new users”
Quote in the paperSubstantial claim1 of 1 sources checked- cites Jacobides et al. (2024) source
May combine two claims.
Findingown data§ Conversion · p. 15The experimental group demonstrated significantly higher completion rates across all five daily goals compared to the control group: Goal 1 engagement was 76.40% (1,522 users) versus 22.90% (482 users) for controls - a 3.3-fold increase - while Goal 5 showed a 6.9-fold difference (8.18% or 163 users versus 1.19% or 25 users).
“the experimental group demonstrated significantly higher completion rates across all five daily goals compared to the control group: Goal 1 engagement was 76.40% (1,522 users) versus 22.90% (482 users) for controls - a 3.3-fold increase - while the relative advantage grew progressively stronger for deeper engagement activities, with Goal 5 showing a 6.9-fold difference (8.18% or 163 users versus 1”
Quote in the paperSubstantial claimMay combine two claims.
Findingown data§ Engagement frequency · p. 12In aggregate, the experimental group averaged 74 total goals per user versus 20 for controls, a 3.7-fold increase in engagement frequency.
“In aggregate, the experimental group averaged 74 total goals per user versus 20 for controls - representing a 3.7-fold increase in engagement frequency.”
Quote in the paperSubstantial claimMay combine two claims.
Findingown data§ Conversion · p. 16Approximately 1 in 12 experimental users converted to a paid subscription (8.17%, 163 of 1,994), compared with approximately 1 in 84 control users (1.19%, 25 of 2,107).
“approximately 1 in 12 experimental users converted to a paid subscription (8.17%, 163 of 1,994), compared with approximately 1 in 84 control users (1.19%, 25 of 2,107).”
Quote in the paperSubstantial claimMay combine two claims.
Findingown data§ Retention · p. 13Across all five goals, the control group's weekly activity trended downward, whereas the experimental group sustained markedly higher and more stable participation.
“Across all five goals, the control group's weekly activity trended downward, whereas the experimental group sustained markedly higher and more stable participation”
Quote in the paperSubstantial claimMay combine two claims.
Findingown data§ Summary of hypothesis testing · p. 16All four hypotheses were supported; effects were consistent across dimensions; day-level effect sizes were large while user-level associations were small-to-moderate.
“All four hypotheses were supported, effects were consistent across dimensions; day-level effect sizes were large while user-level associations were small-to-moderate.”
Quote in the paperSubstantial claimMay combine two claims.
Findingown data§ Engagement frequency · p. 12For Goals 2-5, the experimental group had significantly higher daily completions than the control group (Goal 2: 17.1 vs 4.5; Goal 3: 9.9 vs 2.1; Goal 4: 3.9 vs 0.6; Goal 5: 6.4 vs 1.3; all p < .001).
“For Goal 2, the experimental group averaged 17.1 completions versus 4.5 for controls, t(82) = -13.85, p < .001. For Goal 3, the comparison was 9.9 versus 2.1, t(82) = -12.70, p < .001. For Goal 4, 3.9 versus 0.6, t(82) = -11.09, p < .001. For Goal 5, 6.4 versus 1.3, t(82) = -9.58, p < .001.”
Quote in the paperSubstantial claimMay combine two claims.
Findingown data§ Key findings · p. 17A relatively simple streak-based mechanic was associated with substantial behavioural differences: 3.7 times higher daily engagement frequency, 4.5 times greater time investment, and a 6.9-fold higher conversion rate compared to the control condition.
“A relatively simple streak-based mechanic was associated with substantial behavioural differences: 3.7 times higher daily engagement frequency, 4.5 times greater time investment, and a 6.9-fold higher conversion rate compared to the control condition.”
Quote in the paperSubstantial claimMay combine two claims.
Findingown data§ Retention · p. 13For Goal 2, the control group declined from 33 completions in week 1 to 24 in week 6, while the experimental group remained substantially higher throughout (114 in week 1 and 95 in week 6).
“For Goal 2, the control group declined from 33 completions in week 1 to 24 in week 6, while the experimental group remained substantially higher throughout (114 in week 1 and 95 in week 6).”
Quote in the paperSubstantial claimMay combine two claims.
Findingown data§ Engagement frequency · p. 13Daily Goal 1 events were distributed evenly across the study period (Gini = 0.14 for the experimental group), with the five most active days accounting for only 16.5% of total events and every one of the 42 days registering activity.
“daily Goal 1 events were distributed evenly across the study period (Gini = 0.14 for the experimental group), with the five most active days accounting for only 16.5% of total events (against a 12% even-distribution baseline) and every one of the 42 days registering activity.”
Quote in the paperSubstantial claimMay combine two claims.
Findingown data§ Retention · p. 13The experimental group maintained consistently higher engagement throughout the study period, while the control group exhibited a steady decline in activity.
“The experimental group maintained consistently higher engagement throughout the study period, while the control group exhibited a steady decline in activity.”
Quote in the paperSubstantial claimMay combine two claims.
Findingown data§ Engagement frequency · p. 13The median number of first-goal completions for experimental users was 36 out of 42 days, compared to approximately 12 days for the control group.
“The median number of first-goal completions for experimental users was 36 out of 42 days, markedly greater than the control group's median of approximately 12 days.”
Quote in the paperSubstantial claimMay combine two claims.
Findingown data§ Engagement frequency · p. 12For Goal 1, the experimental group averaged 36.3 completions per day (SD = 9.6) over the six-week period, compared to 11.5 (SD = 4.2) for the control group, t(82) = -15.37, p < .001, Cohen's d = 3.35.
“For the primary daily goal (Goal 1), the experimental group averaged 36.3 completions per day (SD = 9.6) over the six-week period, compared to 11.5 (SD = 4.2) for the control group, t(82) = -15.37, p < .001, Cohen's d = 3.35.”
Quote in the paperSubstantial claimMay combine two claims.
Findingown data§ Retention · p. 13Weekly analysis of Goal 1 completions showed the experimental group remained stable across the six weeks (between 231 and 288 completions per week), whereas the control group declined from 89 completions in week 1 to 59 in week 6.
“Weekly analysis of Goal 1 completions revealed that the experimental group remained stable across the six weeks (between 231 and 288 completions per week), whereas the control group declined from 89 completions in week 1 to 59 in week 6.”
Quote in the paperSubstantial claimMay combine two claims.
Findingown data§ Retention · p. 14Both groups remained technically active for the full 42-day period; however, the experimental group demonstrated significantly more consistent daily participation.
“both groups remained technically active for the full 42-day period; however, the experimental group demonstrated significantly more consistent daily participation.”
Quote in the paperSubstantial claimMay combine two claims.
Findingown data§ Time investment · p. 14The experimental group averaged 142.4 seconds per completion event (median = 114.1 seconds), compared to 31.6 seconds (median = 30.4 seconds) for the control group.
“The experimental group averaged 142.4 seconds per completion event (median = 114.1 seconds), compared to 31.6 seconds (median = 30.4 seconds) for the control group.”
Quote in the paperSubstantial claimMay combine two claims.
Findingown data§ Conclusions · p. 21A streak-based gamification mechanic is associated with enhanced behavioural engagement, more stable participation, deeper interaction, and improved monetisation within a subscription-based digital service.
“This study provides quasi-experimental field evidence that a streak-based gamification mechanic is associated with enhanced behavioural engagement, more stable participation, deeper interaction, and improved monetisation within a subscription-based digital service.”
Quote in the paperSubstantial claimClassified as probably not a substantial claim. May combine two claims.
Study design and conductreasoning§ Research design · p. 9The design is described as quasi-experimental and group differences are interpreted as gamification-associated effects rather than as strict causal estimates.
“Consistent with conventions for field studies that lack full randomisation, we describe the design as quasi-experimental and, accordingly, interpret group differences as gamification-associated effects rather than as strict causal estimates.”
Quote in the paperSubstantial claimClassified as probably not a substantial claim.
Premisecitation§ Hypotheses development · p. 8There is a causal pathway from gamification to engagement, perceived benefits, and eventual monetisation outcomes.
“establishing a causal pathway from gamification to engagement, perceived benefits, and eventual monetisation outcomes”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Liu, Santhanam, and Webster (2020)
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
Classified as probably not a substantial claim. May combine two claims.
Premisecitation§ Hypotheses development · p. 8Increased engagement and satisfaction derived from gamified experiences elevate perceived value and willingness to pay.
“Liu, Santhanam, and Webster (2020) argue that increased engagement and satisfaction derived from gamified experiences elevate perceived value and willingness to pay”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Liu, Santhanam, and Webster (2020)
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
May combine two claims.
Premisecitation§ Hypotheses development · p. 7Gullshenas and Shirazi (2025) demonstrate that gamification significantly influences customer loyalty both directly and indirectly through engagement mediation.
“Empirical evidence from Gullshenas and Shirazi (2025) demonstrates that gamification significantly influences customer loyalty both directly and indirectly through engagement mediation.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Gullshenas and Shirazi (2025)
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
May combine two claims.
Premisecitation§ Hypotheses development · p. 8Paschmann et al. (2024), based on a large-scale study of 18,952 mobile app users, demonstrate that game-based rewards substantially increase engagement time, with proximity to rewards increasing gameplay duration and reward attainment leading to an increase in time spent.
“Empirical evidence from Paschmann et al. (2024), based on a large-scale study of 18,952 mobile app users, demonstrates that game-based rewards substantially increase engagement time, with proximity to rewards increasing gameplay duration and reward attainment leading to an increase in time spent, indicating that gamified incentives can significantly intensify user involvement.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Paschmann et al. (2024)
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
May combine two claims.
Premisecitation§ Impact of gamification on user engagement and retention · p. 6Retention is reinforced when users receive timely and meaningful feedback about their progress, which can enhance perceived competence and long-term commitment to the platform.
“Moreover, retention is further reinforced when users receive timely and meaningful feedback about their progress, which can enhance perceived competence and long-term commitment to the platform (Ryan & Deci, 2020).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Ryan & Deci, 2020 source
Classified as probably not a substantial claim.
Premisecitation§ Theoretical framework · p. 6Self-Determination Theory posits that human motivation is driven by three fundamental psychological needs: autonomy, competence, and relatedness.
“Self-Determination Theory (SDT) provides a robust theoretical lens for understanding gamification's psychological effects (Ryan & Deci, 2020). SDT posits that human motivation is driven by three fundamental psychological needs: autonomy (the desire for self-directed action), competence (the need to feel effective and capable), and relatedness (the desire for social connection).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Ryan & Deci, 2020 source
May combine two claims.
Study design and conductreasoning§ An Experimental Analysis of Gamification's Impact on Customer Engagement and Retention in Subscription-Based Business Models · p. 1The study's group assignment followed onboarding status rather than randomisation, making the design quasi-experimental and the results interpretable as gamification-associated effects under real-world conditions rather than strict causal estimates.
“As group assignment followed onboarding status rather than randomisation, the design is quasi-experimental, and the results are interpreted as gamification-associated effects under real-world conditions rather than as strict causal estimates.”
Quote in the paperSubstantial claimMay combine two claims.
Premisecitation§ Impact of gamification on user engagement and retention · p. 6In e-commerce and subscription-based services, gamification has been associated with higher conversion rates from free to paid plans, greater long-term usage, and deeper user involvement in platform features.
“In e-commerce and subscription-based services, gamification has been associated with higher conversion rates from free to paid plans, greater long-term usage, and deeper user involvement in platform features (Suh et al., 2015; 2016).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Suh et al., 2015; 2016
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
Classified as probably not a substantial claim. May combine two claims.
Premisecitation§ Hypotheses development · p. 7Koneti et al. (2025) argue that common gamification elements such as points, badges, leaderboards, challenges, and progress tracking satisfy core psychological needs for achievement and competence, reinforcing habitual usage patterns and motivating repeated task completion.
“From a theoretical standpoint, Koneti et al. (2025) argue that common gamification elements - such as points, badges, leaderboards, challenges, and progress tracking - satisfy core psychological needs for achievement and competence, reinforcing habitual usage patterns and motivating repeated task completion.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Koneti et al. (2025)
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
Classified as probably not a substantial claim.
Premisecitation§ Hypotheses development · p. 7Koivisto and Hamari (2019) note that gamification sustains user interest beyond initial novelty effects by providing continuous motivation through achievement systems and progress tracking.
“Extending this literature, prior studies note that gamification sustains user interest beyond initial novelty effects by providing continuous motivation through achievement systems and progress tracking (Koivisto & Hamari, 2019), with streak mechanisms in particular fostering psychological commitment to maintaining uninterrupted participation.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Koivisto & Hamari, 2019
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
Probably not a substantial claim: may not pass S4 (based). May combine two claims.
Study design and conductreasoning§ Sample and data collection · p. 11This instrumentation ensured high accuracy and consistency without introducing self-report bias or social desirability effects.
“This instrumentation ensured high accuracy and consistency without introducing self-report bias or social desirability effects.”
Quote in the paperNot a substantial claimClassified as probably not a substantial claim.
Study design and conductreasoning§ Measures and data analysis · p. 11Complementary user-level analyses for engagement reach and conversion were reported to guard against over-interpretation of day-level magnitudes.
“To guard against over-interpretation of these magnitudes, we report complementary user-level analyses for engagement reach and conversion”
Quote in the paperSubstantial claimMay combine two claims.
Interpretationown data§ Time investment · p. 15Overall, the experimental group invested 4.5 times more time per interaction, indicating substantially deeper engagement.
“Overall, the experimental group invested 4.5 times more time per interaction, indicating substantially deeper engagement.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S4 (based).
Study design and conductnone given§ Sample and data collection · p. 10The sample size provides adequate statistical power (>.80) to detect medium effect sizes at the conventional alpha level of .05.
“The sample size provides adequate statistical power (>.80) to detect medium effect sizes at the conventional alpha level of .05.”
Quote in the paperNot a substantial claimMay combine two claims.
Interpretationown data§ Key findings · p. 17These effect sizes substantially exceed those typically reported in gamification meta-analyses, suggesting that mechanics aligned with core service value - similar to the effective implementations described by Zhao (2024) - generate superior outcomes compared to superficial gamification often criticised by Nyström (2021).
“These effect sizes substantially exceed those typically reported in gamification meta-analyses, suggesting that mechanics aligned with core service value - similar to the effective implementations described by Zhao (2024) generate superior outcomes compared to superficial gamification often criticised by Nyström (2021).”
Quote in the paperSubstantial claim0 of 2 sources checkedProbably not a substantial claim: may not pass S4 (based). May combine two claims.
Study design and conductreasoning§ Internal validity and group composition · p. 10New and existing users may differ in baseline motivation and usage, and new users may show a temporary novelty effect that lifts early activity on its own.
“New and existing users may differ in baseline motivation and usage, and new users may show a temporary novelty effect that lifts early activity on its own.”
Quote in the paperNot a substantial claimClassified as probably not a substantial claim.
Study design and conductreasoning§ Measures and data analysis · p. 11This dual reporting directly addresses the concern that aggregate trends might be driven by a small number of highly active users.
“This dual reporting directly addresses the concern that aggregate trends might be driven by a small number of highly active users.”
Quote in the paperSubstantial claimClassified as probably not a substantial claim. May combine two claims.
Study design and conductreasoning§ Internal validity and group composition · p. 10The quasi-experimental assignment is a real constraint but a deliberate trade-off for ecological validity.
“The quasi-experimental assignment is a real constraint but a deliberate trade-off for ecological validity”
Quote in the paperSubstantial claimMay combine two claims.
Interpretationown data§ Retention · p. 14The experimental group also decreased over the next few weeks (as is natural when novelty wears off), but overall participation remained relatively stable.
“The experimental group also decreased over the next few weeks (as is natural when novelty wears off), but overall participation remained relatively stable.”
Quote in the paperSubstantial claimMay combine two claims.
Interpretationown data§ Key findings · p. 17The pattern is consistent with mechanics aligned with core service value, generating stronger outcomes than the superficial gamification criticised by Nyström (2021).
“The pattern is consistent with mechanics aligned with core service value, generating stronger outcomes than the superficial gamification criticised by Nyström (2021).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Nyström (2021) source
May combine two claims.
Interpretationown data§ Time investment · p. 14The control group's median of 30.4 seconds per completion event suggests brief, transactional interactions, whereas the experimental group's median of 114.1 seconds - roughly 3.7 times longer - indicates more sustained, attentive engagement with task content.
“The control group's median of 30.4 seconds per completion event suggests brief, transactional interactions, whereas the experimental group's median of 114.1 seconds - roughly 3.7 times longer - indicates more sustained, attentive engagement with task content.”
Quote in the paperSubstantial claimMay combine two claims.
Interpretationown data§ Retention · p. 14Many experimental users were active almost every day, motivated by streak mechanics that created psychological commitment to maintaining progress.
“Many experimental users were active almost every day, motivated by streak mechanics that created psychological commitment to maintaining progress.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).
Interpretationreasoning§ Conversion · p. 16This finding is particularly important for subscription businesses, as even small improvements in conversion rates can have substantial revenue implications at scale.
“This finding is particularly important for subscription businesses, as even small improvements in conversion rates can have substantial revenue implications at scale.”
Quote in the paperNot a substantial claimMay combine two claims.
Interpretationown data§ Theoretical implications · p. 18Simple mechanics (streak counters) generate specific dynamics (sustained usage patterns) that produce meaningful aesthetic experiences (satisfaction and accomplishment).
“The study validates Hunicke et al.'s (2004) MDA framework application to non-gaming services, demonstrating how simple mechanics (streak counters) generate specific dynamics (sustained usage patterns) that produce meaningful aesthetic experiences (satisfaction and accomplishment).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Hunicke et al.'s (2004)
Couldn’t be matched to a paper in Crossref, so it can’t be checked.
May combine two claims.
Study design and conductreasoning§ Internal validity and group composition · p. 10Both threats push in the same direction - inflating the experimental group's apparent advantage - so the absolute size of the differences should not be read as a clean treatment effect.
“Both threats push in the same direction - inflating the experimental group's apparent advantage - so the absolute size of the differences should not be read as a clean treatment effect.”
Quote in the paperSubstantial claimMay combine two claims.
Interpretationown data§ Time investment · p. 14This distinction suggests that the streak mechanic was associated not only with how often users engaged, but with how deeply.
“This distinction suggests that the streak mechanic was associated not only with how often users engaged, but with how deeply.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Study design and conductreasoning§ Sample and data collection · p. 11The automated, rule-based procedure ensured consistent, non-arbitrary assignment.
“the automated, rule-based procedure ensured consistent, non-arbitrary assignment”
Quote in the paperNot a substantial claimMay combine two claims.
Interpretationown data§ Retention · p. 14The control group's activity decreased each week, indicating that they lost interest or did not consistently complete the tasks.
“In general, the control group's activity decreased each week, indicating that they lost interest or did not consistently complete the tasks.”
Quote in the paperSubstantial claimMay combine two claims.
Interpretationown data§ Internal validity and group composition · p. 10Even after discounting for novelty, the direction holds, as the effects are large and consistent across all behavioural dimensions and the full six weeks - including the later weeks, when a novelty spike would already have faded.
“even after discounting for novelty, the direction holds, as the effects are large and consistent across all behavioural dimensions and the full six weeks - including the later weeks, when a novelty spike would already have faded”
Quote in the paperSubstantial claim- Rests on an assumption: The novelty effect would have faded by the later weeks of the study.
Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based). May combine two claims.
Study design and conductreasoning§ Sample and data collection · p. 11The automated data collection eliminated observer effects and ensured uniform measurement across all participants.
“The automated data collection also eliminated observer effects and ensured uniform measurement across all participants.”
Quote in the paperNot a substantial claimMay combine two claims.
Study design and conductnone given§ Sample and data collection · p. 11All users in both groups had access to identical core application features; the only difference was the presence of the streak gamification element for the experimental group.
“All users in both groups had access to identical core application features; the only difference was the presence of the streak gamification element for the experimental group.”
Quote in the paperSubstantial claimMay combine two claims.
Study design and conductreasoning§ Internal validity and group composition · p. 10Assignment was not randomised; it followed the platform's onboarding logic, so the experimental group consisted of newly onboarded users and the control group of existing users.
“Because the study ran within a live application rather than a laboratory, assignment was not randomised: it followed the platform's onboarding logic, so the experimental (streak-active) group consisted of newly onboarded users and the control (streak-inactive) group of existing users.”
Quote in the paperSubstantial claimClassified as probably not a substantial claim. May combine two claims.
Study design and conductreasoning§ Sample and data collection · p. 11Group assignment was determined by onboarding timing (existing vs. new users), a practical approach in live app environments.
“Group assignment was determined by onboarding timing (existing vs. new users), a practical approach in live app environments.”
Quote in the paperSubstantial claimMay combine two claims.
Interpretationown data§ Time investment · p. 15The findings indicate that the streak mechanic was associated with greater depth and persistence of user engagement, increasing both the frequency and the duration of interactions with tasks.
“the findings indicate that the streak mechanic was associated with greater depth and persistence of user engagement, increasing both the frequency and the duration of interactions with tasks”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Study design and conductnone given§ Measures and data analysis · p. 12Bonferroni correction was applied for multiple comparisons to control family-wise error rate.
“Significance was assessed at α = .05 with Bonferroni correction applied for multiple comparisons to control family-wise error rate.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S2 (checkable).
Interpretationreasoning§ Practical implications · p. 19The magnitude of effects observed suggests substantial potential return on investment for gamification implementation.
“The magnitude of effects observed suggests substantial potential return on investment for gamification implementation.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S2 (checkable), S4 (based).
Interpretationreasoning§ Practical implications · p. 19Users converted because gamification enhanced their service experience, not despite it.
“Users converted because gamification enhanced their service experience, not despite it.”
Quote in the paperNot a substantial claimMay combine two claims.
Interpretationown data§ Conclusions · p. 22Strategically implemented gamification can serve as a powerful driver of behavioural engagement and revenue growth in subscription-based digital services.
“Overall, the findings provide valuable insights for both scholars and practitioners by demonstrating that strategically implemented gamification can serve as a powerful driver of behavioural engagement and revenue growth in subscription-based digital”
Quote in the paperSubstantial claimMay combine two claims.
Study design and conductreasoning§ Limitations · p. 20The six-week duration cannot capture very long-term effects or determine whether observed benefits persist, diminish, or compound over extended periods.
“The six-week duration, while sufficient for initial patterns, cannot capture very long-term effects or determine whether observed benefits persist, diminish, or compound over extended periods.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S2 (checkable), S4 (based).
Interpretationnone given§ Practical implications · p. 19Habits are the foundation of long-term retention.
“Businesses should design gamification to encourage habitual usage rather than sporadic engagement, as habits are the foundation of long-term retention.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S2 (checkable), S4 (based).
Interpretationreasoning§ Practical implications · p. 19The streak mechanism was meaningful because it tracked progress toward goals that users valued, not merely arbitrary actions.
“The streak mechanism was meaningful because it tracked progress toward goals that users valued, not merely arbitrary actions.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Study design and conductnone given§ Limitations · p. 20The study was conducted in a specific commercial context.
“Finally, the study was conducted in a specific commercial context, and results may not generalise to non-commercial or nonsubscription environments.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S2 (checkable).
Interpretationreasoning§ Limitations · p. 19Randomised assignment of comparable users is needed to confirm causality.
“While the direction and consis tency of effects across all behavioural dimensions and the full six-week window - together with the broad-based user-level results - make it unlikely that the entire effect is artefactual, the design cannot fully isolate the treatment from group composition; randomised assignment of comparable users is needed to confirm causality.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Interpretationreasoning§ Limitations · p. 20Other gamification mechanics, such as leaderboards, badges, or points, may produce different effects.
“Additionally, the study examined only one gamification mechanic (streaks); other mechanics, such as leaderboards, badges, or points, may produce different effects.”
Quote in the paperNot a substantial claimMay combine two claims.
Interpretationown data§ Conclusions · p. 21Gamification can facilitate habit formation and psychological commitment, thereby reducing disengagement risks commonly observed in digital subscription environments.
“Increased engagement frequency and sustained participation trajectories suggest that gamification can facilitate habit formation and psychological commitment, thereby reducing disengagement risks commonly observed in digital subscription environments.”
Quote in the paperSubstantial claimMay combine two claims.
Interpretationown data§ Conclusions · p. 21Gamification functions as a behavioural structuring mechanism capable of reinforcing consistent interaction patterns and encouraging deeper experiential involvement.
“The results highlight that gamification functions not merely as an entertainment feature but as a behavioural structuring mechanism capable of reinforcing consistent interaction patterns and encou raging deeper experiential involvement.”
Quote in the paperSubstantial claimMay combine two claims.
Study design and conductnone given§ Conclusions · p. 21The direction and breadth of the effects remain robust across units of analysis.
“These associations should be interpreted in light of the quasi-experimental design: because the experimental and control groups differed in onboarding status, the absolute magnitudes likely overstate the pure treatment effect, even as the direction and breadth of the effects remain robust across units of analysis.”
Quote in the paperSubstantial claim
The paper relies on this without support.
Many digital services face a persistent challenge: while initial adoption rates may be high, user activity often declines after onboarding, threatening retention and monetisation.
“However, many digital services face a persistent challenge: while initial adoption rates may be high, user activity often declines after onboarding, threatening retention and monetisation.”
The paper relies on this without support.
Most evidence on gamification relies on cross-sectional surveys, laboratory experiments, or short-term behavioural observations rather than behaviour observed over time in real commercial platforms.
“This tension remains unresolved largely because most evidence relies on cross-sectional surveys, laboratory experiments, or short-term behavioural observations rather than behaviour observed over time in real commercial platforms.”
The paper relies on this without support.
Fewer prior studies have investigated the downstream economic consequences of gamification, particularly within subscription-based digital business models where monetisation depends on sustained behavioural participation.
“Moreover, while prior studies have examined engagement outcomes, fewer have investigated the downstream economic consequences of gamification, particularly within subscription-based digital business models where monetisation depends on sustained behavioural participation.”
The paper relies on this without support.
Many studies focus on complex gamification systems involving multiple mechanics, leaving open questions regarding whether minimalistic features such as streak-based consistency incentives can produce meaningful behavioural and commercial effects.
“In addition, many studies focus on complex gamification systems involving multiple mechanics, leaving open questions regarding whether minimalistic features - such as streak-based consistency incentives - can produce meaningful behavioural and commercial effects.”
The paper relies on this without support.
The sample is representative of the application's user base.
“No demographic filtering was applied, resulting in a diverse sample representative of the application's user base.”
The paper relies on this without support.
The novelty effect would have faded by the later weeks of the study.
“including the later weeks, when a novelty spike would already have faded”
Statistics recomputed
Every reported test result, recomputed from its test statistic and degrees of freedom. A result shows as not adding up only once an independent check has confirmed it.
- Consistentt(82) = -15.37reported p < .001 · recomputed p < .001
“t(82) = -15.37, p < .001”
- Consistentt(82) = -13.85reported p < .001 · recomputed p < .001
“t(82) = -13.85, p < .001”
- Consistentt(82) = -12.7reported p < .001 · recomputed p < .001
“t(82) = -12.70, p < .001”
- Consistentt(82) = -11.09reported p < .001 · recomputed p < .001
“t(82) = -11.09, p < .001”
- Consistentt(82) = -9.58reported p < .001 · recomputed p < .001
“t(82) = -9.58, p < .001”
Self-check
Percentages, sums and reported differences re-computed from the paper’s own numbers.
Each contradiction between two passages listed here was confirmed by an independent check.
Median of 36 Goal 1 completion days conflicts with total events
MajorThe annex reports only 1,524 experimental-group Goal 1 completion events over the entire study. That cannot support a median of 36 completion days per experimental user: at least half of the 1,994 users would each need at least 36 events.
“The median number of first-goal completions for experimental users was 36 out of 42 days”
“| | Total | 482 | 1524 | 2006 |”
Daily goal totals are described as per-user averages
MinorThe reported 74 and 20 goals are approximately the sums of the groups' daily goal averages, yet the text calls them totals per user. The methods explicitly identify the underlying observations as daily aggregated counts per group, not per-user counts.
“In aggregate, the experimental group averaged 74 total goals per user versus 20 for controls”
“Because the analytics platform exported behavioural data as daily aggregated counts per group, the primary hypothesis tests (H1-H3) were conducted at the day level, with each of the 42 study days constituting one observation per group (N = 42 per group; df = 82).”
Goal 4 and Goal 5 daily averages are reversed
MinorThe stated averages assign 3.9 versus 0.6 completions to Goal 4 and 6.4 versus 1.3 to Goal 5. The Goal 4 and Goal 5 rows of Table 1 instead give mean differences of 5.1 and 3.29, respectively, matching the opposite assignment.
“For Goal 4, 3.9 versus 0.6, t(82) = -11.09, p < .001. For Goal 5, 6.4 versus 1.3, t(82) = -9.58, p < .001.”
“| View daily goal completed 4 | -11.09 | 82 | < .001 | -5.1 | 0.46 | | View daily goal completed 5 | -9.58 | 82 | < .001 | -3.29 | 0.343 |”
Goal 1 user counts differ between results sections
MinorThe engagement analysis says 1,524 experimental users completed Goal 1 at least once, while the conversion analysis says 1,522 users reached Goal 1 during the same study.
“76.4% of experimental users (1,524 of 1,994) completed Goal 1 at least once during the study”
“Goal 1 engagement was 76.40% (1,522 users) versus 22.90% (482 users) for controls”
Cites
From game design elements to gamefulness: defining "gamification"
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“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).”
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InfluentialDoes Gamification Work? -- A Literature Review of Empirical Studies on Gamification
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“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).”
The Rise of Motivational Information Systems: A Review of Gamification Research
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“…gamification sus-tains user interest beyond initial novelty effects by providing continuous motivation through achievement systems and progress tracking (Koivisto & Hamari, 2019), with streak mechanisms in particular fostering psychological commitment to maintaining uninterrupted participation.”
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“The term “gamification” refers to the process of applying elements and principles of game design to contexts that are not traditional games (Hofacker et al., 2016; Zhao, 2024).”
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“This aligns with emerging research suggesting that the effectiveness of gamification depends more on psychological alignment than on technological sophistication (Bitrian et al., 2021).”
Enhancing User Engagement through Gamification
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“Studies have demonstrated that gamification positively influences user motivation, satisfaction, and engagement through the mediation of psychological needs satisfaction, including autonomy, competence, and relatedness (Suh et al., 2015; 2016).”
Litvin, S., Saunders, R., Maier, M. A., & Lüttke, S. (2020) · PLOS ONE · doi:10.1371/journal.pone.0237220 · Cited by 177 · cited 1× · see citing works
“In particular, mechanics like daily challenges or streak counters are effective in triggering consistent behaviour and fostering psychological ownership of the service (Litvin et al., 2020).”
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 · cited 2× · see citing works
“For example, in mobile health (mHealth) and education applications, gamified features have been found to increase the frequency and duration of user sessions, as well as reduce drop-out rates (Edney et al., 2019; Poondej & Lerdpornkulrat, 2016).”
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 · cited 2× · see citing works
“Empirical research suggests that gamifi-cation can positively affect engagement and loyalty across digital environments (Koivisto & Hamari, 2019; García-Jurado et al., 2021).”
The Effects of Game Dynamics on User Engagement in Gamified Systems
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“Studies have demonstrated that gamification positively influences user motivation, satisfaction, and engagement through the mediation of psychological needs satisfaction, including autonomy, competence, and relatedness (Suh et al., 2015; 2016).”
Self-Determination Theory and HCI Games Research: Unfulfilled Promises and Unquestioned Paradigms
Tyack, A., & Mekler, E. D. (2024) · ACM Transactions on Computer-Human Interaction · doi:10.1145/3673230 · Cited by 57 · cited 4× · see citing works
“These mechanics introduce a sense of accomplishment, challenge, and predictability, all of which contribute to a user’s willingness to return to a platform regularly (Tyack & Mekler, 2024).”
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Driving Mobile App User Engagement Through Gamification
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Exploring the Darkness of Gamification: You Want It Darker?
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“Poorly designed gamified systems – those that lack personalisation or overwhelm users with superficial re-wards – can lead to disengagement or burnout (Nyström, 2021).”
InfluentialSubscription commerce: an attachment theory perspective
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Rethinking Gamification Through Artificial Intelligence
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Self-citationLin, C.-W., Chien, C.-Y., Ou Yang, C.-P., & Mao, T.-Y. (2022) · Sustainability · doi:10.3390/su15010589 · Cited by 22 · cited 1× · see citing works
“Lin et al. (2022) report that gamification elements positively influence perceived playful-ness and customer engagement, suggesting that users are more likely to immerse themselves in tasks when interactive and motivational features are present (Israfilzade, 2021, 2025a).”
Uncovering the trends and developments in subscription business models through bibliometric analysis
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Gamified Mobile Applications for Improving Driving Behavior: A Systematic Mapping Study
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Self-citationThe Business Value of Gamification
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A Conceptual Review on Gamification as a Platform for Brand Engagement in the Marketing Context
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“As Hewapathirana and Caldera (2023) noted, emotional engagement – such as excitement, anticipation, challenge, or curiosity – can be intentionally designed into gamified systems.”
AI-generated versus human-created advertising: Effects on consumer trust and purchase intent
Israfilzade, K. (2025) · Equilibrium. Quarterly Journal of Economics and Economic Policy · doi:10.24136/eq.4038 · Cited by 7 · cited 3× · see citing works
“While prior studies have identified engagement as a mediator between gamification and loyalty or purchase behaviour (Ramdhani et al., 2024; Persada, 2023; Israfilzade, 2025b), experimental evidence demonstrating downstream financial outcomes remains limited.”
Self-citationImpact of Gamification on User Experience: An Empirical Review
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“While prior studies have identified engagement as a mediator between gamification and loyalty or purchase behaviour (Ramdhani et al., 2024; Persada, 2023; Israfilzade, 2025b), experimental evidence demonstrating downstream financial outcomes remains limited.”
Zhao, F. (2024) · User Experience Methods and Tools in Human-Computer Interaction · doi:10.1201/9781003495161-16 · Cited by 7 · see citing works
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Self-citationThe impact of gamification on loyalty mediated by consumer engagement and brand awareness
Ramdhani, N., Hussein, A. S., & Rofiaty, R. (2024) · International Journal of Research in Business and Social Science (2147-4478) · doi:10.20525/ijrbs.v13i5.3495 · Cited by 5 · cited 1× · see citing works
“While prior studies have identified engagement as a mediator between gamification and loyalty or purchase behaviour (Ramdhani et al., 2024; Persada, 2023; Israfilzade, 2025b), experimental evidence demonstrating downstream financial outcomes remains limited.”
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Gamification and Mobile Marketing EffectivenessPreprint
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Subscription-Based Models and Online Learning Platforms
Stan, M., Dobrotă, E. M., & Ciobotea, M. (2022) · Zenodo (CERN European Organization for Nuclear Research) · doi:10.5281/zenodo.7853827 · Cited by 3
How does gamification affect customer behavior and revenue?
Farace, S., Montaguti, E., Valentini, S., & Zammit, A. (2025) · Italian Journal of Marketing · doi:10.1007/s43039-025-00119-9 · Cited by 2 · cited 1× · see citing works
“The study (Farace et al., 2025), based on quasi-experimental field data from 4,896 e-commerce users over two years, reveals that socially gamified behaviours significantly increase monetary outcomes, with liking and sharing activities leading to notable increases in spen ding per purchase occasion…”
“From Engagement to Retention: The Power of Gamification in Digital Marketing.”
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“Complementing this experimental perspective, Gullshenas and Shirazi (2025) reported a strong and statistically significant positive relationship between gamification and customer engagement, thereby demonstrating the substantial behavioural influence of gamified mechanisms.”
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(n.d.)
UnresolvedPoondej, C., & Lerdpornkulrat, T. (2016). The development of gamified learning activities to increase student engagement in learning. Australian Educational Computing, 31(2). https://eric.ed.gov/?id=EJ1123845
(n.d.)
UnresolvedStan, M., Dobrota, E. M., & Ciobotea, M. (2022). Subscription-based models and online learning platforms. Across, 1(6), 78–88.
(n.d.)
Unresolved
Flagged first, then by citations
3 of the 38 references couldn’t be matched to a known paper.
Research works printed but not linked: 1
- Bunchball, I. (2010). Gamification 101: An introduction to the use of game dynamics to influence behavior [White paper]. https://doi.org/10.1007/978-3-031-35930-9_17 · DOI
- Authors
- Israfilzade, K., & Pathania, D.
- Affiliations
- Vytautas Magnus University (LT)
- ORCID
- Israfilzade, Khalil
- Venue
- Management of Organizations: Systematic Research
- Publisher
- Walter de Gruyter GmbH
- Published
- 2026-06-01
- Volume
- 95
- Issue
- 1
- Pages
- 79-102
- ISSN
- 1392-1142 (ISSN-L)
- 2335-8750
- OpenAlex
- W7165046016
- Semantic Scholar
- ec4dd08535a1b058cc28ccd22e58ffceb812a0f1
- Cited by
- 0
- References
- 38
- FWCI
- 0.00
- Type
- journal article
- Language
- en
- Open access
- diamond
- doi.org
- Licence
- Locations
- Management of Organizations Systematic Research (publishedVersion, cc-by-nc-nd)
- DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion)
- Vytautas Magnus University (submittedVersion, cc-by-nc-nd)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Social Sciences › Sociology and Political Science › Digital Marketing and Social Media
- Keywords
- gamification, customer engagement, customer retention, subscription models, customer loyalty, user onboarding, mobile application
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.
Claims read by deepseek-v4.1-flash under definition version 3 (extract-v3) on 2026-10-12.
Classified by jev-1.13-20260917 (gold-guideline-v0.2) on 2026-10-12.
Cited sources are checked by gpt-6-sol.
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 ›
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