Cited by 521Educational Games and GamificationTechnology Adoption and User BehaviourInnovative Human-Technology Interaction

Toward Meaningful Engagement: A Framework for Design and Research of Gamified Information Systems1

Liu, De, Santhanam, Radhika, Webster, Jane·2017·MIS Quarterly

Abstract

Gamification, an emerging idea for using game design elements and principles to make everyday tasks more engaging, is permeating many different types of information systems. Excitement surrounding gamification results from its many potential organizational benefits. However, few research and design guidelines exist regarding gamified information systems. We therefore write this commentary to call upon information systems scholars to investigate the design and use of gamified information systems from a variety of disciplinary perspectives and theories, including behavioral economics, psychology, social psychology, information systems, etc. We first explicate the idea of gamified information systems, provide real-world examples of successful and unsuccessful systems, and, based on a synthesis of the available literature, present a taxonomy of gamification design elements. We then develop a framework for research and design: its main theme is to create meaningful engagement for users; that is, gamified information systems should be designed to address the dual goals of instrumental and experiential outcomes. Using this framework, we develop a set of design principles and research questions, using a running case to illustrate some of our ideas. We conclude with a summary of opportunities for IS researchers to extend our knowledge of gamified information systems, and, at the same time, advance existing theories.

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Crossref · 10.25300/misq/2017/41.4.01

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148 of 148 references verified0 citation errors · 0 not checkable

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  • Due to absent or insufficient motivation strategies such as interactivity, proper incentives and rewards, and experiential value, the effects of digital interventions in asthma are prone to be negatively affected by the temporal decline in patients' engagement and motivation.

    “Additionally, due to absent or insufficient motivation strategies such as interactivity, proper incentives and rewards [48], and experiential value [49-51], the effects of the previously reported digital interventions in asthma, such as the health condition of the young patients, are prone to be negatively affected by the temporal decline in the patients’ engagement and motivation [10,52-54].”
  • The design of MAX was driven by an interdisciplinary effort that resulted in a conceptual model with intervention components informed by human behavior and experiential learning theories, findings from technology acceptance research, and prior experiences of the authors with conversational agents.

    “The design of MAX was driven by an interdisciplinary effort that resulted in a conceptual model with intervention components informed by human behavior and experiential learning theories [61,65,66], findings from technology acceptance research [49,51,58,102], and prior experiences of the authors with conversational agents that support health care professionals and young adolescent patients [67,68]”

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Authors
Liu, D., Santhanam, R., & Webster, J.
Affiliations
  • Carlson School of Management, University of Minnesota, Minneapolis, MN 55455 U.S.A.
  • University of Oklahoma (US)
  • Queen's University (CA)
Venue
MIS Quarterly
Publisher
MIS Quarterly
Published
2017-12-01
Volume
41
Issue
4
Pages
1011-1034
ISSN
  • 0276-7783 (ISSN-L)
  • 2162-9730
OpenAlex
W3123811346
Cited by
521
References
148
Citations by year
2026: 42 · 2025: 63 · 2024: 68 · 2023: 78 · 2022: 81 · 2021: 66 · 2020: 62 · 2019: 33 · 2018: 20 · 2017: 5 · 2016: 1 · 2015: 2
FWCI
65.72
Type
journal article
Language
en
Open access
closed
Locations
MIS Quarterly (publishedVersion)
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Social Sciences › Decision Sciences › Information Systems and Management › Technology Adoption and User Behaviour
  • Physical Sciences › Computer Science › Human-Computer Interaction › Innovative Human-Technology Interaction
Keywords
gamification, game elements, user engagement, design principles, behavioral economics, social psychology, research framework

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