Toward Meaningful Engagement: A Framework for Design and Research of Gamified Information Systems1
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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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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Festré, A., & Garrouste, P. (2014) · Journal of Economic Surveys · doi:10.1111/joes.12059 · Cited by 98 · see citing works
Gamification: A new paradigm for online user engagement
Kankanhalli, A., Taher, M., Cavusoglu, H., & Kim, S. H. (2012) · National University of Singapore · Cited by 97 · see citing works
Korn, O. (2012) · ACM SIGCHI Symposium on Engineering Interactive Computing Systems (EICS) · doi:10.1145/2305484.2305539 · Cited by 92 · see citing works
Sabourin, J. L., Shores, L. R., Mott, B., & Lester, J. C. (2013) · International Journal of Artificial Intelligence in Education · doi:10.1007/s40593-013-0004-6 · Cited by 92 · see citing works
An empirical study on m-learning adaptation: Learning performance and learning contexts
Garcia-Cabot, A., de-Marcos, L., & Garcia-Lopez, E. (2015) · Computers & Education · doi:10.1016/j.compedu.2014.12.007 · Cited by 91 · see citing works
Media Selection as a Strategic Component of Communication1
(2013) · doi:10.25300/misq/2013/37.4.11 · Cited by 72 · see citing works
Placing a value on aesthetics in online casual games
Andersen, E., Liu, Y.-E., Snider, R., et al. (2011) · ACM SIGCHI Conference on Human Factors in Computing Systems (CHI) · doi:10.1145/1978942.1979131 · Cited by 70 · see citing works
How Gamification will change Business Intelligence
Hiltbrand, T., & Burke, M. (2011) · Cited by 67 · see citing works
Miller, C. S. (2013) · Developments in Business Simulation and Experiential Learning: Proceedings of the Annual ABSEL conference · Cited by 67 · see citing works
Validation of a Multidimensional Measure of Goal Orientation.
Zweig, D., & Webster, J. (2004) · Canadian Journal of Behavioural Science/Revue canadienne des sciences du comportement · doi:10.1037/h0087233 · Cited by 66 · see citing works
Self-citationThe Use of Narrative Paradigm Theory in Assessing Audience Value Conflict in Image Advertising
Stutts, N. B., & Barker, R. T. (1999) · Management Communication Quarterly · doi:10.1177/0893318999132002 · Cited by 63 · see citing works
Editor's comments: design science research in top information systems journals
Goes, P. B. (2014) · Journal of the Association for Information Systems · Cited by 48 · see citing works
Sun, Y., Zhao, Y., Jia, S., et al. (2015) · Journal of the Association for Information Systems · Cited by 47 · see citing works
Toward a Unified Theory of Digital Games
Ralph, P., & Monu, K. (2015) · The Computer Games Journal · doi:10.1007/s40869-015-0007-7 · Cited by 44 · see citing works
Play at Work: How Games Inspire Breakthrough Thinking
Penenberg, A. L. (2013) · Cited by 42 · see citing works
Gamification – A Novel Phenomenon or a New Wrapping for Existing Concepts?
Bui, A., Veit, D. J., & Webster, J. (2015) · OPUS (Augsburg University) · Cited by 35 · see citing works
Self-citationA systematic mapping on gamification applied to education
Borges, S. S., Durelli, V. H. S., Reis, H. M., & Isotani, S. (2014) · Scientific Electronic Library Online (São Paulo Research Foundation, Latin American and Caribbean Center on Health Sciences Information, Conselho Nacional de Desenvolvimento Científico e Tecnológico) · Cited by 33 · see citing works
A Structural Examination of Two Optimal Stimulation Level Measurement Models
Wahlers, R. G., & Etzel, M. J. (1990) · ACR North American Advances · Cited by 27 · see citing works
(2015) · International Conference on Information Systems · Cited by 25 · see citing works
Disassembling gamification: the effects of points and meaning on user motivation and performance
Mekler, E. D., Brühlmann, F., Opwis, K., et al. (2013) · edoc (University of Basel) · doi:10.5451/unibas-ep29200 · Cited by 25 · see citing works
Using design science research to incorporate gamification into learning activities
Cheong, C., & Filippou, J. (2013) · RMIT Research Repository (RMIT University Library) · Cited by 22 · see citing works
An understanding of the impact of gamification on purchase intentions
Shang, S. S. C., & Lin, K. Y. (2013) · Journal of the Association for Information Systems · Cited by 22 · see citing works
Exploring customer preferences for online games
Baek, S. J. (2005) · International Journal of Advanced Media and Communication · doi:10.1504/ijamc.2005.007721 · Cited by 18 · see citing works
Chen, Z., Chou, C., Biswas, G., & Chan, T.-W. (2011) · British Journal of Educational Technology · doi:10.1111/j.1467-8535.2011.01174.x · Cited by 17 · see citing works
Digital Addiction: Gamification for Precautionary and Recovery Requirements
Jiang, J., Phalp, K. T., & Ali, R. (2015) · Bournemouth University Research Online (Bournemouth University) · Cited by 14 · see citing works
Goes, P. B. (2014) · MIS Quarterly · doi:10.25300/misq/2014/38.1.e0 · Cited by 14 · see citing works
Can Work Be Fun? Improving Task Motivation and Help-Seeking Through Game Mechanics
Teh, N., Schuff, D., Johnson, S., et al. (2013) · International Conference on Information Systems · Cited by 13 · see citing works
Applying Game Design Elements in the Workplace
Suh, A. (2015) · International Conference on Information Systems · Cited by 11 · see citing works
Examining the Adoption of Online Game Using the Uses and Gratifications Theory
Merhi, M. I. (2012) · Journal of the Association for Information Systems · Cited by 1 · see citing works
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Research Note—Gamification of Technology-Mediated Training: Not All Competitions Are the Same
Santhanam, R., Liu, D., & Shen, W.-C. M. (2016) · Information Systems Research · doi:10.1287/isre.2016.0630 · Cited by 213 · see citing works
Self-citationKowatsch, T., Schachner, T., Harperink, S., Barata, F., Dittler, U., Xiao, G., Stanger, C., v Wangenheim, F., Fleisch, E., Oswald, H., et al. (2021) · Journal of Medical Internet Research · doi:10.2196/25060 · Cited by 103 · see citing works
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 · see citing works
Online social games: The effect of social comparison elements on continuance behaviour
Esteves, J., Valogianni, K., & Greenhill, A. (2021) · Information & Management · doi:10.1016/j.im.2021.103452 · Cited by 73 · see citing works
Nishi, S. K., Kavanagh, M. E., Ramboanga, K., Ayoub-Charette, S., Modol, S., Dias, G. M., Kendall, C. W. C., Sievenpiper, J. L., & Chiavaroli, L. (2024) · eClinicalMedicine · doi:10.1016/j.eclinm.2024.102798 · Cited by 37 · see citing works
Lukic, Y. X., Teepe, G. W., Fleisch, E., & Kowatsch, T. (2022) · JMIR Serious Games · doi:10.2196/39186 · Cited by 32 · see citing works
Israfilzade, K., & Pathania, D. (2026) · Management of Organizations: Systematic Research · doi:10.2478/mosr-2026-0005
- 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
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.
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