322 - Lobna Hassan PDF
322 - Lobna Hassan PDF
322 - Lobna Hassan PDF
HANKEN
SCHOOL OF ECONOMICS
HELSINKI
ARKADIANKATU 22, P.O. BOX 479
00101 HELSINKI, FINLAND
PHONE +358 (0)29 431 331
No. 322
Helsinki 2018
Means to Gameful Ends: How Should Gamification Be Designed?
ACKNOWLEDGMENTS
I stand at this temporary “end” not with a new understanding of reality, but in awe of
the endless pursuit of what it could be. I stand in awe of the hands of time, human
cognition, human psyche, and how the three entwine to paint the fluid and ever-
changing canvas of life.
While some journeys must be undertaken alone, one is profoundly lucky and privileged
to have companions who guide or walk alongside them. For walking with me on this
merely beginning journey, I sincerely express my gratitude to my:
Lobna Hassan
Helsinki 09.09.2018
iv
NOTE
The publishing name of the author of this dissertation changed to Lobna Hassan in late
2015. Thus, the dissertation author has publications prior to 2015 under the name Lobna
Sameer, which are often cited in the body of this manuscript.
The publishing name Lobna Sameer was also once misprinted as Lobna Samer in an
article published by the journal Transforming Government: People, Process and Policy.
The journal has been notified.
v
CONTENTS
1. Introduction .................................................................................................................. 1
1.1. Positioning the dissertation.................................................................................... 1
1.2. Research problem and questions ........................................................................... 2
1.3. Structure of the dissertation................................................................................... 5
2. Gamification: a background ......................................................................................... 8
2.1. A short history of the gamification of modern systems ........................................ 8
2.2. Gamification: What it is ........................................................................................ 9
2.2.1. Behavioral psychology roots of gamification............................................... 11
2.2.2. Positive psychology roots of gamification ................................................... 12
2.3. Gamification design practices ............................................................................. 14
2.4. Summary and conclusions ................................................................................... 14
3. Gamification design-user fit ....................................................................................... 15
3.1. The gamification design space ............................................................................ 15
3.2. Goal-setting theory and gamification design fit .................................................. 17
3.3. Summary and conclusions ................................................................................... 19
4. Gamification design-use context fit ........................................................................... 20
4.1. Understanding the context of civic engagement.................................................. 21
4.2. Deliberation theory and gamified e-participation................................................ 23
4.3. Summary and conclusions ................................................................................... 24
5. Gamification design and research processes ............................................................. 25
5.1. Gamification design methods .............................................................................. 25
5.2. Researching gamification design......................................................................... 26
5.3. Summary and conclusions ................................................................................... 30
6. Methodology .............................................................................................................. 31
6.1. Research design ................................................................................................... 31
6.2. Problem-driven, theory-advancing approaches employed .................................. 32
6.2.1. Action Design Research ............................................................................... 32
6.2.2. Design Science Research.............................................................................. 36
6.3. Additional quantitative methods employed......................................................... 37
6.4. Summary and conclusions ................................................................................... 39
7. Summary of Papers..................................................................................................... 40
7.1. Summary of Paper 1 ............................................................................................ 40
7.2. Summary of Paper 2 ............................................................................................ 42
7.3. Summary of Paper 3 ............................................................................................ 44
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APPENDICES
TABLES
FIGURES
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1. INTRODUCTION
For a long time, information systems (IS) and information systems research have
focused on ways to provide utilitarian value and cost efficiency through technological
tools (Gurbaxani & Whang 1991; Hirschheim & Klein 2012; Johnston & Vitale 1988;
Laudon & Laudon 2016). Nowadays, modern ISs not only facilitate the management of
organizations and the global economy, but also provide means of attaining hedonic and
personal value such as entertainment, enjoyment (Rosen & Sherman 2006; Van der
Heijden 2004), social connection (e.g., Boyd & Ellison 2007), and management of one’s
personal life and goals (Oinas-Kukkonen 2012; Swan 2013). Within this ever-
expanding IS utilization sphere, researchers have observed that systems created for
hedonic and entertainment purposes such as games have reached unparalleled levels of
pervasiveness in the daily lives of many individuals around the globe (Brookey 2010;
Hamari & Keronen 2017). Curious about this observation, researchers in the fields of
IS, psychology, and sociology, amongst other fields have begun investigating how and
why games have become that widely appreciated.
As a design practice and research stream, gamification refers to the design of systems,
services, and processes to provide “gameful” experiences—positive, hedonic
experiences, similar to those provided by games—to positively influence engagement
with mundane life activities (Huotari & Hamari 2012; 2017). Gamification has been
employed in numerous fields such as education (Christy & Fox 2014; Lieberoth 2015),
.
government services (Bista, Nepal, Paris & Colineau 2014), fitness and health
management (Hamari, Hassan, & Dias 2018; Jones, Madden & Wengreen 2014),
organizational settings (Herzig, Strahringer & Ameling 2012; Raftopoulos 2014), and
communication (Farzan, DiMicco, Millen, Dugan, Geyer & Brownholtz 2008; Jung,
Schneider & Valacich 2010). This emerging gamification ecosystem houses many
popular gamified systems and applications, including Fitocracy (fitness), Habitica
(habits formation), and Yousician and Duolingo (learning). Gamification has also been
introduced to established software packages such as SAP (gamification modules),
Google Maps (Google Waze), and Microsoft Office (Ribbon Hero). Therefore, based on
increasing interest, it has been predicted that by 2020, at least half of all organizations
will have implemented gamification as part of their systems or internal processes (IEEE
2014). Gartner (2011) had made a more optimistic prediction for 2015.
While the user benefits reported from implementing gamification showcase its
potentially positive impact (Hamari & Koivisto 2015b), understanding how to design
gamification to achieve operational objectives is in its infancy (Arnab, Nalla, Harteveld
& Lameras, 2015; Gartner 2012; Morschheuser, Hassan, Werder & Hamari 2018).
Games—as the inspiration source of gamification design—are complex artefacts to
concretely define and successfully design (Juul 2010; Karhulahti 2015; Linehan 2008;
Tavinor 2008), let alone transfer their design practices to realms outside entertainment
(Arnab & Clarke 2017). On the other hand, the goal of gamification is not only hedonic
(as is the goal of most games), but also includes impacting behavior (engagement)
(Hamari 2015). To affect behavior, gamification aims to induce gamefulness, a positive
psychological state that underlies why games and gamification are engaging (Huotari &
Hamari 2012; 2017). However, gamefulness is a subjective state, the experience of
which depends on differentiated user preferences for design (Rigby 2015) and the
gamification use context (Hamari, Koivisto & Sarsa 2014; Nicholson 2012; 2015).
Rather than reinvent the wheel by contributing yet another method to guide the
gamified software design process, this dissertation builds on the design knowledge
already gathered in the gamification field. Thus, this dissertation contributes a holistic
gamification design method that can guide designers through designing gamification to
fit its users and use context, and that addresses the challenges associated with gamified
software design. The third objective of this dissertation is articulated in RQ (3).
This dissertation is composed of four papers, each providing one possible answer to the
respective research question(s) it addresses. It is imperative to note that the research
questions tackled in this dissertation can be answered in various ways. This
dissertation merely provides one possible answer to the questions investigated, with
the aim of advancing knowledge on how to design gamification that fits users and the
use context. More research is needed before the questions in this dissertation can come
close to be fully answered. The papers included in this dissertation are:
Paper 1: Hamari, J., Hassan, L., & Dias, A. (2018). Gamification, quantified-self or
social networking? Matching goal-setting with motivational technologies, User
Modeling and User-Adapted Interaction, 28(1), 35-74. DOI: 10.1007/s11257-018-
9200-2.
Paper 3: Hassan, L., Morschheuser, B., Alexan, N., & Hamari, J. (2018). First-hand
experience of why gamification projects fail and what could be done about it.
Proceedings of the 2nd International GamiFIN Conference (GamiFIN2018).
Paper 4: Morschheuser, B., Hassan, L., Werder, K., & Hamari, J. (2018). How to
design gamification? A method for engineering gamified software. Information &
Software Technology, 95, 219-237. DOI: 10.1016/j.infsof.2017.10.015.
A visual summary of the research problem, questions, and studies comprising the
dissertation is provided in Figure 1.
This dissertation is composed of eight chapters. The first provides a short discussion of
gamification, its origins, and the gameful experience it aims to stimulate. Chapter Two
discusses gamification origins as well as different psychological perspectives on its
design. The Third Chapter addresses gamification design classes and the experience of
gamification design according to the differentiated characteristics of user goal
attributes and users’ goal-setting. The fourth chapter explore the considerations that
the gamification use context places on gamification design, specifically in the context of
gamification of civic engagement. Chapter Five examines current methods of
gamification design, as well as possible problem-driven theory-advancing methods for
gamification research, design, and development. Chapter Six presents the
methodological approaches adopted in this dissertation while Chapter Seven provides
concise summaries of the papers comprising this dissertation. Finally, Chapter Eight
elaborates the findings, contributions, and limitations of the studies reported in this
dissertation.
2. GAMIFICATION: A BACKGROUND
When personal computing began gradually entering the daily lives of individuals and
organizations, many scholars considered it a fad that would soon prove useless (e.g.,
Stoll 1995), while others saw great potential (e.g., Gurbaxani & Whang 1991; Pawlaw
1981). Slowly, as further advancements took place with regard to hardware and
networks technologies, we witnessed the development and continuous refinement of
computer-based information systems: complex technological artefacts that aim at
storing, processing, and outputting value to users (Laudon & Laudon 2016). However,
as the costs of producing and utilizing information systems were still relatively high,
most systems were geared toward improving efficiency and productivity, defining the
value systems could deliver mainly in terms of organizational utility and cost reduction
(Gurbaxani & Whang 1991; Pawlaw 1981).
As technological advancement continued to take place, the scope of the value systems
can provide expanded to include personal productivity and benefits (Boyd & Ellison
2007; Oinas-Kukkonen 2012; Swan 2009, 2013), as well as entertainment and hedonic
experiences such as those inherent in games (Juul 2010). The extraordinary reach of
games eventually became too significant to ignore, and the systematic study thereof
emerged. Almost daily, hundreds of thousands of individuals choose to spend much of
their finite resources of time and money on games (McGonigal 2011). In 2015, there
were approximately 1.8 billion gamers worldwide (ESA 2015), and in 2017, gamers
collectively spent approximately 110 billion dollars on gaming hardware and software
(Newzoo 2017). Thus, researchers and practitioners turned their attention to the study
of games, game design, and the reasons for this pervasive reach of games (e.g., Burke
2014; McGonigal 2011).
However, studying games is challenging. First, there is not a single universally agreed-
on understanding of what a game is (Karhulahti 2015; Linehan 2008; Salen &
Zimmerman 2003; Suits 1978; Tavinor 2008). One common understanding of it is as a
system that presents users with challenges, rules for addressing these challenges, and
possible positive outcomes from these challenges (Broer & Poeppelbuss 2013). In
addition, games have been understood in terms of the holistic assemblage and
occurrence of a set of conditions considered precursors for a game to occur (Juul 2010).
A game is also defined in terms of the experiences it induces rather than measurable
technological characteristics. Beyond the challenge of understanding what a game is,
game design is complex and involves collaborative work across various disciplines,
including psychology, design, and programming. This makes games multifaceted
artefacts that are difficult to define, understand (Arnab & Clarke 2017; Kultima 2015;
Stenros 2015; Tavinor 2008), and design (Brookey 2010).
There is no consensus on when the term “gamification” first appeared, but it is argued
that it and related practices gained traction in late 2010 (Burke 2014; Walz & Deterding
2015). Gamification aims to study game design (Landers, Auer, Collmus & Armstrong
2018) to invoke engaging experiences similar to those invoked by games. The purpose
is to positively influence user engagement through gamefulness (Huotari & Hamari
2012, 2017). Therefore, gamification reportedly revolves around introducing game
elements to non-gaming contexts for engagement purposes (Deterding et al. 2011).
However, at the time of writing this dissertation, it was difficult to produce an
exhaustive list of the game elements employed in gamification. However, a few sources
summarize the most commonly used game elements in gamification such as points,
badges, and leaderboards (for syntheses, see Koivisto & Hamari 2018; Morschheuser,
Hamari, Koivisto & Maedche 2017a; Pedreira, García, Brisaboa & Piattini 2015).
The design space available for games—as the inspiration source of gamification—
continues to expand and is more complex than simply adhering to common design
elements (Kultima 2015; Petridis, Dunwell, Arnab, Scarle, Qureshi, De Freitas,
Protopsaltis & Star 2011; Stenros 2015). Games such as World of Warcraft and
Pokemon Go employ social designs, live interaction between players, and real-time
performance indicators, elements that span various disciplines and fields of design.
Pokemon Go additionally utilizes location-based technologies, which have only recently
become significantly available to game designers and consumers. The focus of many
game designers is not merely on designing a system through employing certain design
elements, but on how the holistic assemblage of game elements, mechanics, and rule
systems, and the interplay between them and users, can produce gameful experiences.
Gamefulness, in turn, is what drives engagement with an activity such as playing a
game or using gamified systems (Hamari et al. 2014a; Landers et al. 2018). The
understanding of gamification depicted in Figure 2 bypasses confining the gamification
design space solely to what comes to be labeled as game elements but highlights the
question of what constitutes a “gameful experience” and how to induce it through
design.
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If the behavior that the designers which to motivate and reinforce through gamification
does not require tremendous mental effort and the user lacks the intrinsic motivation
for its pursuit, then reward-based gamification can positively influence user motivation
and engagement as designers intended (Hassan 2017). The behavioral impact of such
gamification, however, tends to depend on the continuous provision of rewards (Bogost
2015; Kim 2015; Nicholson 2015).
Many critics of gamification direct the bulk of their criticism of gamification toward
reward-based design, arguing that it can lead to addictive behavior and a morally
questionable behavioral impact (Bogost 2015; Kim 2015; Rey 2012). Organismic
integration theory (Deci & Ryan 2004) further indicates that extrinsic rewards—such as
those offered in reward-based gamification—diminish intrinsic motivation, and thus
decrease the long-term sustainability of the behavior in question (Bogost 2015; Rigby
2015; Zuckerman & Gal-Oz 2014). Nonetheless, reward-based gamification is often
effective for quick, short-term behavioral impact that lasts for as long as rewards are
available and appealing to individuals (Jones et al. 2014; Nicholson 2015). If the
objective is longer-term behavioral impact, then reward-based gamification may cause
adverse, unintended demotivation (Zuckerman & Gal-Oz 2014).
The behavioral lens to gamification implies that designers can attempt to motivate
individuals and influence their behavior through the design of the user’s physical or
digital environments (Linehan et al. 2015; Linehan 2008). Digital environments can be
designed to afford stimuli and rewards that induce motivation. On the other hand,
digital environments can be designed to afford more holistic positive psychological
experiences to induce motivation such as experiences of gamefulness. This is where a
study of positive psychology comes into play in games and gamification design (Huotari
& Hamari 2012; 2017).
Positive psychology is the science of how to make life worth living or provide a better
life experience through researching and theorizing on positive experiences such as
happiness, motivation, and resilience (Compton 2005; Seligman & Csikszentmihalyi
2014). Self-determination theory (Baard, Deci, & Ryan 2004; Deci & Ryan 1985, 2004)
has become a cornerstone theory of motivation in the field of positive psychology
(Seligman & Csikszentmihalyi 2014). Other than categorizing motivation as intrinsic or
extrinsic, the theory outlines the psychological drives that intrinsically motivate
individuals to engage in a behavior. The theory proposes that three psychological needs
underlie intrinsically motivated behavior: 1) the drive to learn new skills to the point of
excellence (mastery), 2) free choice and the potential to behave in accordance with
Design is a tool that can be utilized to reach different ends depending on the designer’s
objectives and morality (Oinas-Kukkonen 2012). Reportedly, gamification design can
exploit users (Bogost 2015; Kim 2015; Rey 2012) or in contrast, induce engaging
psychological experiences (gamefulness) (Landers et al. 2018). Nonetheless, individuals
are not passive recipients of design. Gamefulness is not only subjective to how
designers understand and choose to induce it, but additionally to how individuals
experience design. What is gameful or exploitative to one user is not necessarily so to
another. For example, as Huotari and Hamari (2017) explain, a dashboard in a stock
market is to some individuals an object with little gameful value, but a source of
immersion, autonomy, or flow to others. Furthermore, the dashboard may be
appreciated by an individual during work hours, but not on holidays, as the context of
interaction with the design or artefact determines the experience thereof (Oinas-
Kukkonen & Harjumaa 2009).
Gamification is a complex design practice that extends beyond the introduction of game
elements to non-entertainment contexts. A thought process underlies why certain
gamification designs are employed over others. In many cases—perhaps all—
gamification requires a deep understanding of behavioral and positive psychology in
order to induce gamefulness that leads to behavioral outcomes as is the intention of
gamification. However, gamefulness is a subjective experience in terms of how
designers define it and individuals experience it. These complexities regarding how to
design for gamefulness, and whether individuals will experience what designers intend
them to experience, establish gamification as a complex design practice requiring a
user-context-design fit and holistic design method.
Sheldon: The thing about tomatoes, I think you will really enjoy this,
is that they are shelved with the vegetables, but they are technically a fruit.
Penny: Interesting
Sheldon: Isn't it!
Penny: No, I mean what you find enjoyable.
Observation shows that the primary classes of design used by gamification designers
fall roughly into three categories: 1) game elements (aka gamification), which draws
from game design (Landers et al. 2018); 2) social networking design, which draws
from social networking service designs (Boyd & Ellison 2007; Lin & Lu 2011); and 3)
quantified-self (QS) design, which draws from the Internet of Things, wearables, and
dashboard design (Choe et al. 2014; Gurrin et al. 2014; Swan 2009).
Game elements are considered the design components from which games are built
(Deterding et al. 2011; Landers et al. 2018). Commonly used game elements in
gamification design include points, badges, quests, missions, leaderboards, and
progress bars. The holistic interplay between these game elements facilitates the
positive psychological experiences that characterize games, not the existence or non-
existence of certain design elements therein (Rigby 2014). Nevertheless, gamification is
often exclusively defined in terms of transferring game elements to non-gaming
While these three design streams are distinct, their practices tend to overlap. For
example, chats and private messaging may have emerged from social networking
design practices but are now features observed in many games and systems (Oinas-
Kukkonen & Harjumaa 2009; Petridis et al. 2011), and can thus be considered a game
element as well. Similarly, quantified measures of performance whether in terms of
progress bars or statistics are core in the design of many QS applications as well as
games. Although these three design classes may overlap, they provide a way to
categorize, study, and compare design practices and the experiences they can induce.
Figure 4 illustrates the interplay between these design classes.
Goal attributes: Commonly investigated goal attributes include goal specificity and
difficulty (Drach-Zahavy & Erez 2002; Locke et al. 1981; Locke & Latham 2013). Goal
specificity describes how clearly a goal is defined. The more specific a goal is—such as
closing a specific number of sales deals—the more individuals should be able to track,
evaluate, and regulate their efforts for its attainment (Latham 2003; Locke & Latham
2002). Goal difficulty, on the other hand, refers to the perceived effort needed for goal
attainment (Capa, Audiffren & Ragot 2008). Difficulty is a subjective attribute. An
individual might perceive the goal of closing ten sales deals per week as easy, while
someone else might find this same goal challenging. This difference in perception is
influenced by various variables including the individual’s sales experience, industry,
and level of self-efficacy.
The design space available to gamification is unlimited and ever expanding. The limits
are only imposed by designers’ creativity in the utilization of new technologies to
induce gamefulness, and users’ reception of these technologies and designs. It cannot
be expected that all users, who have differentiated characteristics and preferences, will
equally receive all gamification design classes. Thus, it is important to determine and
accommodate users’ preferences for design. One approach to accommodate the
subjectivity of the gameful experience and user preferences is to understand how
different individuals experience different gamification design classes according to their
varying goal attributes and goal-setting characteristics, based on the psychological
theory of goal-setting. Goal-setting is innate in most, if not all, individuals. Therefore,
the customization of gamification design according to characteristics shared by many
users could increase the likelihood of user-design fits across a larger number of
individuals, improving the probability of a widely successful reception of gamification
implementations.
Reviews of the literature on gamification indicate that the research focus has thus far
been on studying use contexts that primarily require inducing gamefulness on an
individual level to fuel individual engagement and behavioral change (for reviews, see
Hamari et al. 2014; Koivisto & Hamari 2018). Gamification use contexts, where
community engagement or active communal collaboration are needed, require more
research and study to enhance designers’ understanding of how to design for these
purposes, rather than relying on a trial-and-error process that may often lead to failed
implementations and wasted resources (e.g., Hassan, Morschheuser, Alexan & Hamari
2018). Collaborative engagement design purposes manifest in various contexts,
including civic engagement (Asquer 2013; Bista et al. 2014; Gordon, Walter & Suarez
2014) amongst others.
Aristotle argued that humans are social beings (Rackham 1944); living in isolation
from each other is not sustainable. Thus, humans establish and belong to communities,
be they large or small (Chen 2016; Rothschild 2016; Vinciarelli 2009) and online or
offline (Bista et al. 2014; Supendi & Prihatmanto 2015). Historically, the governance of
such communities emerged to manage conflicting interests, efficiently allocate societal
resources, and protect the community and its individuals from internal and external
threats (North 1984). Democracy arose and has become a popular method of
governance that attempts to ensure the wellbeing of communities through the
governance of the people, by the people, for the people (Burns 1997; Epstein 2011;
Rothschild 2016). Consequently, democratic governance relies on the active
engagement of the people in governance-related activities (Abdelghaffar & Sameer
2013; Abdelghaffar & Samer 2016; Epstein 2011; Fung & Wright 2001). Accordingly,
one internal threat to democratic governance is the lack of civic engagement.
On average, individuals spend 20 hours per week online, twice that observed 10 years
ago (Ofcom 2015). Reaching individuals online for the purpose of e-participation can
reduce the costs of civic participation and increase inclusion in governance (Sanchez-
Nielsen & Lee 2013; Phang & Kankanhalli 2008). Despite the worldwide increase in the
number of people spending volumes of their time online (Lee & Kim 2014), this online
activity does not significantly translate into higher activity on e-participation platforms,
as was hoped when shifting civic participation online. It is frequently reported that
governments worldwide are struggling to maintain active citizen engagement with e-
participation tools (Abdelghaffar & Samer 2016; Coronado Escobar & Vasquez Urriago
2014; Eränpalo 2014). Furthermore, e-participation platforms have a significant
turnover rate, and users who initially contribute on them rarely continue to do so (Jin
et al. 2013; Lee & Kim 2014).
Studying civic engagement is of benefit to both the gamification and governance fields.
It provides insight into gamification design in contexts where collaborative engagement
is valuable, such as in organizational contexts (Harviainen & Hassan In-press).
Furthermore, gamification as a design practice that aims to induce engagement can
positively influence e-participation engagement and enjoyment of related platforms
(Coronado Escobar & Vasquez Urriago 2014; Gordon et al. 2014; Nelson 2012; Raphael
et al. 2010; Stewart, Bleumers, Mariën, Schurmans, Van Looy, Jacobs, Willaert, De
Grove, Misuraca & Centeno 2013). Hence, some initiatives have already focused on
researching and developing gamified e-participation applications (e.g., Dargan &
Evequoz 2015; Hassan & Nader 2016; Stewart et al. 2013). For example; Bista et al.
(2014) conducted a frequently cited study on the gamification of e-participation. They
developed a gamified community for welfare recipients to use for one year to help them
communicate with each other and the government during a welfare system transition.
The study reported positive outcomes, recommending that more research be conducted
on gamified e-participation.
These three deliberation variables are also important in gamification design, but for
different reasons. In gamification, it is important to communicate to users why the
reinforced behavior is important (information provision). Interactivity is encouraged to
facilitate the engaging experiences of competition or collaboration, and players are
&
The gamification use context of civic engagement presents designers with complex
objectives that must be considered alongside how to facilitate a gameful experience to
induce user engagement. This chapter discussed the deliberation variables considered
the precursors of civic participation, and provided examples of how gamification design
has been implemented in the context of civic engagement, with positive outcomes.
Based on the discussion, the gamification of civic engagement requires a
multidisciplinary understanding of gamification design that integrates civic
engagement and gamification design. The successful design of gamification is, in and of
itself, already a complex and multidisciplinary process.
Not only does the implementation of gamification require a design that fits user
preferences and the use context, as detailed in Chapters 2–4, but it also requires
holistic design methods to guide designers through gamification design challenges
(Deterding 2015). To summarize the discussion in the previous chapters, gamification
design is challenging because: 1) As outlined in Chapter 2, gamification utilizes games
as design inspiration. However, games are in and of themselves complex artefacts to
design (Juul 2010; Karhulahti 2015; Linehan 2008; Tavinor 2008), and their design
practices difficult to transfer to realms outside entertainment (Arnab & Clarke 2017); 2)
As noted in Chapter 2, to afford gamefulness, gamification design entails
understanding behavioral and positive psychology, among other subjects (Huotari &
Hamari 2012; 2017; Hamari & Koivisto 2014); 3) As chapters 3 highlighted,
gamefulness that impacts behavior depends on the fit between gamification design and
differentiated user preferences (Arnab et al. 2015; Nicholson 2012, 2015; Noran 2016;
Rigby 2015); 4) As Chapter 4 emphasized, the gamification implementation context has
implications for gamification design, expanding or limiting the design options available
to them (Deterding 2015; Herger 2014).
Most gamification design methods were developed in isolation, each reinventing the
wheel without reflecting on the design knowledge already gathered in the field. Thus,
they fail to provide holistic and comprehensive design guidance for all phases of
gamification implementation or address the abovementioned design challenges
(Morschheuser et al. 2018). Thus far, only a few sources provide methodological
guidelines for designing gamification (e.g., Helms et al. 2015; Marache-Francisco &
Brangier 2013; Robson, Plangger, Kietzmann, McCarthy & Pitt 2015). As the theory and
applications of gamification continue to grow, the need to update and augment the
design and development thereof must keep pace with emerging complexities
(Morschheuser et al. 2018). To substantiate the need for holistic gamification design
methods, Morschheuser et al. (2018) conducted a literature review, identifying the 17
gamification design methods available at the time. The examination of these methods
highlighted seven phases for implementing gamification, as summarized in Table 1.
Burke 2014 -
Deterding 2015 -
Dignan 2011 - -
Fitz-Walter 2015 -
Herger 2014
Kapp 2012 -
Radoff 2011 - -
between them and the researchers, transforming the researcher into a change agent
(Brydon-Miller, Greenwood & Maguire 2003; Järvinen 2005). AR has an iterative
nature between theorizing and practical intervention (Baskerville & Myers 2004; Blum
1955; Sein, Henfredsson, Purao, Rossi & Lindgren 2011), and can advance both the
theoretical and practical understanding of gamification design methods.
While controlled design and evaluations in DSR may conserve resources, it is not
always able to introduce artefacts that meet their predefined criteria of utility, because
of unaccounted for environmental factors (Iivari 2007; March & Smith 1995; Markus,
Majchrzak & Gasser 2002). However, the emergent design process in AR approaches
introduces interventions designed in real settings, but is a risky and complex process to
manage (Järvinen 2005). The trade-off between controlled and emergent design is
influenced by the research objectives, available resources, and research environment.
Since gamification design is considered a complex task requiring contextualized
considerations (Deterding 2012, 2015; Hamari et al. 2014; Noran 2016), contextualized
emergent design through AR may be worthwhile. Nonetheless, controlled design
through DSR is as similarly valuable to gamification research, because it provides
guidelines for the design and evaluation of artefacts.
This chapter summarized the gamification design methods currently reported in the
literature, emphasizing that not all methods address all phases of the gamification
design process or provide comprehensive guidance for all implementation phases. This
highlights the need for the development of comprehensive, detailed gamification design
methods based on the knowledge gathered thus far through research, and not to
provide another gamification design method developed in a vacuum. Next, the needs
for the accelerated growth of the field of gamification research to address design
challenges and for comprehensive gamification design methods are stressed.
Accelerated growth could be facilitated through employing problem-driven, theory-
advancing approaches, such as those discussed in this chapter.
6. METHODOLOGY
With the novelty of gamification as a field, there is a need to develop both practice-
oriented guidelines and theories to advance understanding of gamification design
(Deterding 2012; Hassan & Nader 2016; Nicholson 2015). Problem-driven approaches
to research address practical challenges (Brydon-Miller et al. 2003; Goes 2014; Livari
2015), such as those pertaining to determining an appropriate gamification design for
certain users and contexts or which design methods to employ. However, because of
their relatively limited contribution to the theory, problem-driven approaches to
research are considered too time and context specific, which often discourages
researchers from adopting them. On the other hand, theory-driven approaches to
research, while are expected to contribute generalizable theories, often struggle with
relevance across time and contexts (Hevner et al. 2004; March & Smith 1995). Theory
must be continuously refined as our understanding of a phenomenon evolves over time,
rendering it outdated or irrelevant to the current reality (Davis 2015; Lounsbury &
Beckman 2015).
Since the primary research question addressed by this dissertation is: How should
gamification be designed?, this question has practical relevance; thus, problem-driven
approaches could be employed to address it and its sub-questions. However, the
intention of addressing this research question is to additionally contribute to the theory
on gamification design for different users and contexts. Thus, a theory-advancing
approach can also be appropriately employed. Since problem-driven and theory-
advancing research approaches have different strengths and weaknesses, combined,
they may cancel out each other’s weaknesses and address practical problems and
facilitate theory development simultaneously (Coenen, Donche & Ballon 2015; Davis
2015; Iivari 2015; Lounsbury & Beckman 2015). This duality is of significant
importance in the emerging gamification research field and was adopted in this
dissertation.
A main aim of this dissertation, as delineated in Chapter 1, was to study the context of
civic engagement and understand the implications of gamification use context for
gamification design, as articulated in RQ (2): How should gamification be designed
considering its use context? Being one of the largest research endeavors undertaken in
this dissertation, possibly requiring the most design and development resources as well
as time, the author commenced the doctoral research work with it. Research to address
RQ (2) was implemented in parallel with relatively smaller-scale research that was next
started with the aim of addressing the remaining RQs.
ADR attempts to combine the strengths of DSR and AR (Sein et al. 2011). It provides
guidelines to navigate the interactivity between researchers and research participants,
contextualized design, and the design and development of artefacts and organizational
interventions (Coenen et al. 2015; Iivari 2015; Sein et al. 2011). Therefore, the approach
is valuable in gamification research if carried out properly. However, caution is
preached as integrating DSR and AR could lead to the rushed development and
introduction of rudimentary artifacts that do not meet expectations (Coenen 2014). As
ADR can potentially balance the research requirements to address RQ (2), it was
adopted as a research approach in this dissertation.
Next, Sein et al. (2011) was followed as a guide for the use of ADR. Accordingly, the
ADR approach comprises four stages: Stage (1) problem formulation; Stage (2)
building, intervention, and evaluation (BIE); Stage (3) reflection and learning; and
Stage (4) formulation of learning. The work carried out according to these stages is
detailed in Paper 4 and summarized in this section. A visual summary of the research
approach is provided in Figure 7.
ADR stage (1): In this stage, the empirical work is initiated by identifying theoretical
and practical research problems. The theoretical problem of this empirical work was
determined through a literature study and refined through academic discussions. The
gamification field appeared to lack a theoretical understanding of gamified e-
participation to guide practical work within that context. This led to the initiation of
the MANGO project (Motivational Affordances iN Governmental Organizations) and
Paper 2 of this dissertation (Hassan 2017). In Paper 2, the identified theoretical
problem was conceptualized and a theoretical investigation of RQ (2) was provided.
The paper contributed a theoretical framework for the gamification of e-participation
through concept analysis and discussions with academics in several seminars.
ADR stage (2): The practical, empirical research of MANGO ran for 18 months and
involved cooperative work between several stakeholders: the author of the dissertation
as a researcher, gamification designer, and project coordinator; a middle-level manager
responsible for the intervention to be developed; a developer; cooperating researchers;
and research funders. Following a user-centric design approach to gamification based
on Burke (2014), personas were developed for the primary target user groups of the
artifact. Next, a list of operational requirements for the artifact was produced. The
purpose was to ensure gamification design user and context fit. Next, the gamification
design was developed through cycles of brainstorming and consulting the relevant
literature to refine ideas. Research participants each had a specific role in the research
process, identified by their area of expertise and title in the project. Each participant’s
involvement was sought during the research work according to the identified roles they
held. Stage (1) concluded with the development of a Minimum Viable Product (MVP),
an implementable artifact with working core features.
ADR stage (3): Stage (3) is longitudinal and continuous, running parallel to the other
stages. Research logs were maintained throughout all stages of this research,
containing emails, paper designs, and meeting minutes, as well as research notes by the
author of the dissertation. The logs were actively reflected on during this stage, as
recommended by Sein et al. (2011), to identify changes to the IT-artifact and holistic
intervention as the artifact and the intervention evolved through the research
iterations.
ADR stage (4): During this stage, generalizable learning from MANGO was
extrapolated, formalized, and communicated in peer-reviewed publications and
academic presentations. The research problems and how they were addressed were
reflected on along with relevant observations throughout the research work. Examining
the impact of the artifact was not possible, however, because the project was
terminated after changes to the available project resources. Thus, we cannot provide
final evaluations of the intervention; however, the artifact design and research
documentation enabled reflections on the gamification design process and ADR
research approach, as described in Hassan and Nader (2016) and Hassan et al. (2018),
and enhance understanding of the gamification of civic engagement as in Hassan
(2017).
A. Artifact development
During the artifact development stage, first, a literature review was conducted to
extract scholarly experiences on gamification design. Second, expert interviews were
conducted to extract professional experiences. Based on the gathered theoretical and
practical knowledge, a new gamification design method was formulated, synthesizing
the identified gamification design knowledge from the literature and expert interviews.
This completed step 1 of the DSR approach. The details of the artifact development and
this research stage are provided in Paper 4.
Evaluation took place in two stages. First, expert interviews were conducted, which
contained both structured parts to ensure concise, precise evaluations, and
unstructured parts to probe the experts when needed. Second, a case study-oriented
evaluation was performed in cooperation with a multinational German engineering
company. Since the gamification design method developed in this study synthesizes
prior methods for gamification design accumulated over the past five to seven years, an
empirical validation thereof may have been unnecessary. Regardless, a practical
evaluation was carried out to assess the practicality of the holistic method rather than
its parts, as elaborated in Paper 4. It was concluded from both evaluations that the
gamification design method was effective, and easy to use and comprehend.
In Paper 1 (Hamari et al. 2018), RQ (1) was addressed using a quantitative method
through a psychometric survey. Surveys are considered an established approach in the
measurement of latent variables such as attitudes, preferences, and beliefs (Nunnally
1978). They provide a gateway to the individualized perception of reality, which is not
equally afforded by most other research methods (Barker & Pistrang 2015; Fransella
1981). Therefore, we preferred to employ a psychometric survey over other possible
research methods such as user interviews, observations, or log data analysis. The
survey measured users’ experiences of the three classes of gamification design outlined
in Figure 4, namely game elements, social designs, and QS designs, as well as users’
goal-setting aspects, summarized in Figure 5.
The survey was accessible through the app only to registered users to ensure
participants’ familiarity with the app before completing the survey. The demographics
of the participants are in Paper 1; however, noteworthy is that almost 80% of
participants had been using the app for more than a year, and more than 80% had used
it several times, indicating their familiarity with its features. The model for Paper 1 was
tested through Structural Equation Modeling (SEM), a standard approach in studies
that employ psychometric surveys. SmartPLS was used to assess the validity and
reliability of the model as well as its structural validity through component-based PLS-
SEM (Ringle, Wende & Will, 2005). The tested model indicated that users do differ in
their experience of gamification design according to their goal attributes and goal-
setting characteristics.
This chapter discussed the research approaches and methods employed in this
dissertation. The dissertation adopted two overarching problem-driven, theory-
advancing approaches. The first is an Action Design Research approach in which
literature reviews, conceptual theoretical analyses, and practical development work
were utilized as research methods. The second approach is a Design Science Research
approach in which literature reviews, expert interviews, and practical development
work were utilized as research methods. To support these approaches and answer the
remaining research question of the dissertation, psychometric surveys were employed.
While no single research approach or method is perfect, the chapter problematized the
selected approaches and methods, justifying their selection.
7. SUMMARY OF PAPERS
The study was conducted by the author of this dissertation with Juho Hamari (PhD)
and Antonio Dias (MSc). Key facts pertaining to this paper are provided in Table 2.
The study observes that systems are increasingly augmented with hedonic designs to
positively motivate users to use them and engage with the task they are attempting to
accomplish. Designers of such hedonic systems often employ design features from
three sets of design classes: 1) game elements, commonly referred to as gamification; 2)
QS designs, drawn from big data, wearables, and dashboard design; and 3) social
networking designs, drawn from social networking services designs. The three classes
of hedonic design often overlap in popular gamification implementations. The
perception of these design classes depends on users’ personal characteristics and
preferences.
Users of gamified systems do not share the same goal attributes or goal-setting
characteristics. Thus, it cannot be expected that a single gamification design will fit all
users. It would be beneficial to design gamification to fit users and provide individuals
with the motivation they need depending on their goal attributes and goal-setting
characteristics. This pertains specifically to 1) the goal focus of the users (outcomes,
process); 2) orientation of the goal setter toward goals (mastery, proving, or
avoidance); and 3) goal attributes (difficulty, specificity). Since these characteristics
vary across many, if not all, individuals, understanding how to fit gamification design
based on them can enhance the perception of gamification across a wide spectrum of
users. Therefore, in this study, we investigated how different goal foci, orientation, and
goal attributes are associated with perceptions of the gamification design classes.
The study employed psychometric survey data (N=167) from users of HeiaHeia, a
popular exercise encouragement app. It was found that users’ goal attributes and goal-
setting characteristics are connected with their preference for gamification design
classes. The results of this study provide the means to customize gamification
implementation according to users’ measurable goal attributes and goal-setting
characteristics, thereby facilitating the development of gamified systems that achieve a
user-design fit.
!
Full reference Hamari, J., Hassan, L., & Dias, A. (2018). Gamification, quantified-
self or social networking? Matching goal-setting with motivational
technologies, User Modeling and User-Adapted Interaction, 28(1),
35-74. DOI: 10.1007/s11257-018-9200-2.
Aim of the study In finding means to gameful ends, this study provided an answer to
and link to the aim RQ (1) of the dissertation by investigating one possible way through
of the dissertation which gamification could be designed to fit user preferences. Goal-
setting theory was applied, increasing the likelihood that gamification
design would be positively received and contribute to the experience
of gamefulness across a wide spectrum of individuals.
Research method Psychometric survey data (N=167) from users of HeiaHeia, a popular
exercise encouragement app. The obtained data were analyzed
through Structural Equation Modeling.
The study was conducted solely by the author of the dissertation. Key facts pertaining
to this paper are summarized in Table 3.
The study followed a conceptual analytical approach through which the discourse on
what gamification is and its influence on engagement was integrated with that on the
requirements of e-participation. Self-determination theory was used as a lens to
examine gamification and engagement, and the theory of democratic deliberation as a
guide to understand the normative requirements of e-participation. The paper presents
a conceptual framework that integrates the mentioned theories to provide a theoretical
base for the gamification of e-participation. This framework could be employed to
guide the design of gamified e-participation tools and the subsequent development of
contextualized and practical gamified e-participation design guidelines. This is perhaps
the first study to link these theories in a comprehensive framework. In addition, the
study identified research directions for researchers interested in gamification and e-
participation to improve theoretical and practical understanding of gamified e-
participation.
"
!
Aim of the study In finding means to gameful ends, this study provides an answer to RQ
and link to the (2) of the dissertation by advancing understanding of contextualized
aim of the gamification design and its implications for designing and experiencing
dissertation gamification design in the context of e-participation. The paper
provided a needed theoretical understanding for gamified e-
participation, which served as the basis for some of the empirical work
of the dissertation.
Research method The paper followed a conceptual analytical approach through which the
discourse on what gamification is and its influence on engagement was
integrated with that on the precursors of e-participation engagement.
The study was conducted by the dissertation author with Benedikt Morschheuser
(PhD), Nader Alexan (MSc), and Juho Hamari (PhD). Key facts pertaining to this paper
are summarized in Table 4.
The contribution of this study was threefold: a) It provided a contextualized design for
a gamified e-participation platform based on the theoretical framework developed in
Paper 2 (Hassan 2017) and the recognition of user preferences according to goal-setting
aspects as per the recommendations in Paper 1 (Hamari et al. 2018); b) It introduced a
Minimum Viable Product (MVP) based on the design described earlier that can be
implemented or customized to fit other contexts with little effort; c) It demonstrated
how Action Design Research (ADR) can be carried out in gamification research and
identified its strengths, weaknesses, threads, and possible risk mediation techniques to
accompany its use by future researchers.
#
"
Full reference Hassan, L., Morschheuser, B., Alexan, N., & Hamari, J. (2018). First-
hand experience of why gamification projects fail and what could be done
about it. Proceedings of the 2nd International GamiFIN Conference
(GamiFIN2018).
Initially published Hassan, L., & Nader, A. (2016). Gamification design in action: The
abstract and practical cases of gamification platforms for employee work
presentation motivation and citizen’s civic engagement. Proceedings of the
International Conference on ICT Management for Global
Competitiveness and Economic Growth in Emerging Economies
(ICTM 2016). ISBN: 978-83-64389-62-7.
Aim of the study The study addressed RQ (2) of the dissertation by integrating the
and link to the aim two previous studies (Paper 1 and Paper 2 of this dissertation).
of the dissertation Furthermore, it demonstrated a practical endeavor to design
personalized, contextualized gamification.
Research method Action Design Research (ADR) according to Sein et al. (2011).
The study was conducted by the author of the dissertation with Benedikt Morschheuser
(PhD), Juho Hamari (PhD), and Karl Weber (PhD). Key facts pertaining to this paper
are summarized in Table 5.
The aim of this study was to answer the research question: How should gamified
software be designed? The aim was to contribute a holistic and detailed method for
gamification design that is user and context aware. A Design Science Research
approach was employed through which we developed a method for designing
gamification based on literature reviews, expert interviews, and initially developed
gamification design principles. Finally, we evaluated the design method through expert
interviews and by using it in a gamification development case study project.
Based on the evaluations, the developed gamification design method outlined in this
study was deemed comprehensive, implementable, complete, and provides practical
utility. The method additionally represents a synthesis of the literature and practices of
designing gamification up until the conception of the method. Finally, the study
provided research directions for researchers in the field of gamification design and
development.
$
#
Full reference Morschheuser, B., Hassan, L., Werder, K., & Hamari, J. (2018). How
to design gamification? A method for engineering gamified software.
Information & Software Technology, 95, 219-237. DOI:
10.1016/j.infsof.2017.10.015.
Aim of the study and RQ (3) of the dissertation aims to advance the practices of designing
link to the aim of and developing gamification. To this end, this study provides a method
the dissertation for designing and developing gamification. The method also
acknowledges the need to contextualize and personalize gamification,
which, as articulated in RQs (1 & 2), are some of the aims of this
dissertation.
Research method The study employed a DSR approach within which a literature review
and interviews with 25 gamification experts were conducted. The
developed artifacts were evaluated through ten interviews with
gamification experts and a development project case study.
I'm an apostrophe.
I'm just a symbol to remind you that there's more to see
I'm just a product of the system, a catastrophe, and yet a masterpiece,
I do what it takes, whatever it takes.
Designing gamification to match user preferences can be achieved in various ways. One
way is through the design knowledge contributed by this dissertation, which details
how to match gamification design to users’ goal attributes and goal-setting
characteristics. Gamification, on the other hand, is observably employed in many
contexts. This dissertation focused on the relatively unexplored contextualized
gamification design for group collaboration, a key component in the civic engagement
context.
It can hence be concluded that the research directions and contributions of this
dissertation complement one another, and offer a multi-dimensional, holistic guide for
how to design gamification. The contributions of this dissertation are elaborated in the
following sub-sections.
While all individuals can use the same information systems or technological tools, they
do so with different goals in mind. For example, Facebook can be used by some
individuals to communicate with others, but by others to run a business or play games
(Petridis et al. 2011). Different users or user groups appreciate different aspects of the
Facebook design. Similarly, as indicated by the results reported in Paper 1, this is the
case with gamification design and user goal attributes and goal-setting characteristics
(Hamari 2013; Landers et al. 2017; Zuckerman & Gal-Oz 2014). Individual differences
in goal attributes and goal-setting characteristics influence individuals’ preferred
classes of gamification design.
While it may appear that a gamified system—or any system for that matter—that offers
a plethora of features is more likely to cater to wide-ranging user preferences, research
indicates that offering users a wide selection of features might create an information
overload. Feeling overwhelmed, users then tend be become dissatisfied with the system
in question (Oinas-Kukkonen 2012; Willemsen, Graus, & Knijnenburg 2016), which
threatens its economic feasibility. As such, matching gamification design to individual
preferences might facilitate users’ experience of gamefulness more than would a
generic gamification design that might overwhelm users.
User modeling and user-adapted gamification design possibly based on the results
reported in Paper 1 can help designers design gamification that fits users’ preferences—
and possibly induces gamefulness—without overwhelming them. Several established
design practices such as market segmentation, user analysis, and product analysis
(Jonker, Piersma & van den Poel 2004) can further contribute toward attaining
gamification design-user fit by identifying target users of gamified applications and
segmenting them into groups. These groups can then be investigated, and personas
reflecting their goal-setting aspects developed to guide a user-centric gamification
design approach based on the results of Paper 1. However, more research is needed
before detailed customization guidelines are available for customizing gamification
design based on user goal-setting aspects.
RQ (2): How should gamification be designed considering its use context? addressed
contextualized theoretical and practical design and implementation of gamification that
meets the objectives of its use context. The dissertation adopted the gamification design
context of civic engagement as a lens through which to understand how gamification
design can fit its use context. Paper 2 theoretically investigated the gamification of civic
engagement, to this end formulating the theoretical framework presented in Figure 8.
The proposed theoretical framework adopts self-determination theory (Deci & Ryan
1985; 2004) and proposes that engagement can be positively influenced through
extrinsic reward-based gamification or by stimulating intrinsic motivation. Each of
these gamification design routes is important in the context of civic engagement,
depending on the end goal of gamification and the timeframe within which to achieve
engagement. Thus, both routes are worth considering in the design and development of
gamification. Implementing context-specific gamified civic engagement additionally
requires the facilitation of democratic deliberation, a precursor of informed civic
engagement and e-participation.
&
! %
In hindsight, considering the available resources, the objectives of the work carried out
as part of Paper 3 and the MANGO project were too elaborate. Nonetheless, the
empirical work contributed a design for gamified civic engagement and a working MVP,
both of which are ready for use with little modification. The empirical work also
enhanced the practical understanding of a research approach underutilized in
gamification, namely ADR, and provided some reasons for why gamification projects
fail and how to mitigate this possible failure throughout the design and development
process. In addition, Paper 3 emphasized the importance of problem-driven, theory-
advancing approaches in gamification research, as they increase the likelihood of either
theoretical or practical contributions, if not both, accelerating the growth of the
gamification field and ensuring a payoff of implementation-based research projects.
RQ (3): How can the gamification design process be guided? addressed the
development of a comprehensive method for gamification design, detailing the steps of
that process, and how to facilitate gamification design that fits users and the use
context. Paper 4 elaborated such a method for designing gamified software, under
which the learnings obtained in Papers 1, 2, & 3 are combined. Paper 4 and the
gamification design method emphasize the importance of user modeling and designing
for user preferences, as emphasized in Paper 1. In addition, Paper 4 and the
gamification design method emphasize the importance of understanding the context in
which gamification will be implemented, as highlighted in Papers 2 and 3. Finally, the
lessons learned from the MANGO project, clarified in Paper 3, are acknowledged in
Paper 4 alongside other risks of gamification implementation with the intention to
provide guidance for navigating these risks. The gamification design method is
presented in Figure 9.
The gamification method in Paper 4 was utilized in the design and development of a
gamified application for car parking space management. The result from a design
method that emphasized contextualized, user-centric gamification design was an
application that is appreciated by its users. It hence appears, as is the premise of this
dissertation, that contextualized gamification design tailored to user preferences and
the use context following a comprehensive gamification design method could improve
the likelihood that gamification achieves its operational objectives.
Combining the contributions of Papers 1 and 2, the research underlying Paper 3 aimed
toward designing and implementing a gamified application for civic engagement. The
application considered the goal-setting related aspects of target users—based on Paper
1—and aimed to validate the theoretical framework presented in Paper 2. However, the
far too ambitious research work of Paper 3 did not go as planned, showcasing some of
the reasons gamification projects fail. Gamification projects are not only challenging
because of the difficulties in designing to induce gamefulness and ensure user and
context fit, but also because they require increased financial and time resources, human
expertise, and project management skills to deal with these difficulties.
The challenges of the research work underlying Paper 3 highlight the importance of
holistic gamification design methods that guide designers toward user and context fit in
design as well as through all phases of gamification implementation, ensuring that
designers avoid the risks associated with gamification projects such as those outlined in
Paper 3. Nonetheless, many currently available gamification design methods do not
provide comprehensive guidelines for all phases of gamification design or facilitate user
and context fit. Paper 4 contributes a comprehensive, holistic method for designing
gamification, which was validated through expert interviews and a practical
development project. This method incorporated the design knowledge gathered in the
gamification field at the time. Thus, the method incorporates lessons learned from the
failures and successes of others in the field and does not reinvent the wheel. Table 6
summarizes the theoretical and practical contributions of this dissertation.
Identified some of the strengths and A design and MVP ready for use to
weaknesses of utilizing ADR in gamify e-participation
RQ(2)
All research work is limited, as no research is perfect or free of biases. As such, this
dissertation has the general limitations imposed on most dissertations, which can be
summarized as: the need to conclude the dissertation within a reasonable timeframe
that facilitates the mental, financial, and social continuation of the dissertation author,
while ensuring viable theoretical and practical contributions from the dissertation. In
addition, the contributions of the dissertation are limited by the limitations of the
studies part of the dissertation.
The data used in Paper 1 was obtained through a psychometric survey; thus, it is cross-
sectional and self-reported. While surveys do not reflect actual usage patterns of
gamified applications, which is indeed important in determining how design influences
user behavior, usage data do not necessarily reflect how users experience design.
Psychometric surveys can provide such reflection on users’ experience and perceptions
While Paper 4 and the research reported therein employed a variety of research
methods to address its respective research question, it remains that the interviews part
of that research (conducted with gamification experts to synthesize gamification design
methods) were conducted with self-selected experts. Thus, methods such as those
considered private intellectual property or trade secrets were not incorporated in the
gamification design method developed from this study. The gamification design
method presented in the Paper should also be further validated in a wide variety of
contexts to enable in-depth comparisons and identify possible issues related to its
practical utilization.
While this dissertation has theoretically and practically contributed to the knowledge
on how to design gamification, there is more to be researched before gamification
design can come close to being perfect. The journey to gamify is merely commencing.
Not only is this pursuit of how to gamify essential to understand a phenomenon and the
human behavior around it, but it is also essential to create a gameful reality, one not of
pure work but of enjoyment, motivation, persistence and flow.
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APPENDIX 1 PAPERS
Paper 1: Hamari, J., Hassan, L., & Dias, A. (2018). Gamification, quantified-self or
social networking? Matching goal-setting with motivational technologies, User
Modeling and User-Adapted interaction, 28(1), 35-74. DOI: 10.1007/s11257-
018-9200-2.
Paper 3: Hassan, L., Morschheuser, B., Alexan, N., & Hamari, J. (2018). First-hand
experience of why gamification projects fail and what could be done about it.
Proceedings of the 2nd International GamiFIN Conference (GamiFIN2018).
Paper 4: Morschheuser, B., Hassan, L., Werder, K., & Hamari, J. (2018). How to
design gamification? A method for engineering gamified software. Information
& Software Technology, 95, 219-237. DOI: 10.1016/j.infsof.2017.10.015.
User Model User-Adap Inter
https://doi.org/10.1007/s11257-018-9200-2
Abstract Systems and services we employ in our daily life have increasingly been
augmented with motivational designs which fall under the classes of (1) gamification,
(2) quantified-self and (3) social networking features that aim to help users reach their
goals via motivational enforcement. However, users differ in terms of their orientation
and focus toward goals and in terms of the attributes of their goals. Therefore, dif-
ferent classes of motivational design may have a differential fit for users. Being able
to distinguish the goal profiles of users, motivational design could be better tailored.
Therefore, in this study we investigate how different goal foci (outcome and focus),
goals orientation (mastery, proving, and avoiding), and goal attributes (specificity and
difficulty) are associated with perceived importance of gamification, social networking
and quantified-self features. We employ survey data (N = 167) from users of Heia-
B Juho Hamari
juho.hamari@tut.fi
Lobna Hassan
Lobna.hassan@hanken.fi
Antonio Dias
antonio.fernandesdias@aalto.fi
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J. Hamari et al.
Heia; a popular exercise encouragement app. Results indicate that goal-setting related
factors of users and attributes of goals are connected with users’ preference over moti-
vational design classes. In particular, the results reveal that being outcome-focused is
associated with positive evaluations of gamification and quantified-self design classes.
Users with higher proving-orientation perceived gamification and social network-
ing design classes as more important, users with lower goal avoidance-orientation
perceived social networking design as more important, whereas users with higher
mastery-orientation perceived quantified-self design more important. Users with dif-
ficult goals were less likely to perceive gamification and social networking design
important, whereas for users with high goal specificity quantified-self features were
important. The findings provide insights for the automatic adaptation of motivational
designs to users’ goals. However, more research is naturally needed to further inves-
tigate generalizability of the results.
1 Introduction
Systems are increasingly imbued with motivational design with the aim of positively
engaging users towards using a system as well as towards engagement with the task
they are attempting to accomplish through the use of the system (Bouvier et al. 2014;
Deterding 2015; Hamari et al. 2014a; Jung et al. 2010; Landers et al. 2017; Lieberoth
2015; Oinas-Kukkonen 2013; Santhanam et al. 2016; Zhang 2008). In fact, it has been
predicted that most organizations will eventually implement a form of motivational
design into their systems (Gartner 2012). Today, the use of motivational design seems
prominent across software families of varying sizes and purposes SAP1 , Google Maps
(in form of Google Waze2 ), Microsoft Office (Ribbon Hero3 ), Fitocracy4 (fitness),
Mindbloom5 (life planning), and Yousician6 (learning) to name a few.
Since the inception of this wave of design, the designs have converged into three
primary classes: (1) gamification—draws from game design (Deterding 2015; Hamari
and Koivisto 2015b; Huotari and Hamari 2017; Santhanam et al. 2016; Vesa 2017),
(2) quantified-self—draws from big data, wearables and dashboard design (Choe et al.
2014; Gurrin et al. 2014; Swan 2009) and (3) social networking—draws from social
networking services (Boyd and Ellison 2007; Chen et al. 2014; Krasnova et al. 2015;
Lin and Lu 2011). Most popular implementations of motivational design include all
three in one form or another.
1 https://www.sap.com/.
2 https://www.waze.com.
3 https://ribbon-hero.en.softonic.com/.
4 https://www.fitocracy.com/.
5 www.mindbloom.com/.
6 https://yousician.com/.
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Gamification, quantified-self or social networking?…
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J. Hamari et al.
among users of HeiaHeia7 ; a popular exercise encouragement app that combines all
three technologies of gamification, quantified-self and social networking as the core
of the service. The exercise context is one of the largest domains that employ these
motivational designs, and therefore, provides an apt context to undertake the present
study in to both derive insights into this specific context but also beyond, into what
motivational technologies are.
2 Background
2.1 Goal-setting
7 https://www.heiaheia.com/.
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Gamification, quantified-self or social networking?…
fulfill the needs of all variety of users with such a diversity of goals attributes (Mann
et al. 2013; Wang et al. 2015).
Goals are concerned with the attainment of a desirable end-state (Elliot and Harack-
iewicz 1994; Latham 2003; Locke and Latham 2013). A goal focus describes this
resilient aspect of the goal-setting behavior in terms of what end-state do individ-
uals wish to attain or what loss do they intend to avoid (Freund et al. 2010). The
literature distinguishes between goals that are outcome-focused and goals that are
process-focused; a goal focused on the outcomes of a given activity is mainly con-
cerned with ends rather than the process by which outcomes are attained. Vice versa,
process-focused goals are concerned with the process of attaining outcomes, rather
than the end results of a goal pursuit (Burnette et al. 2013; Freund et al. 2010; Latham
2003; Locke and Latham 2002).
These two goal foci place different weights on the goal attainment process and its
outcomes. For example; individuals with an outcome focus could intend to close 50
sales deals or to lose 10 pounds of weight, while on the other hand individuals with
a goal focused on a process might focus on attempting to follow the process leading
to closing deals or weight-loss regardless whether that end outcome is attained or not.
The desirable end-state of such a goal only extends to following and enjoying the pro-
cess of closing deals or weight-loss. Due to these differences, it should be expected
that different features of motivational designs might be better suited to individuals
with either one of the goal foci more than the other depending on whether the features
motivate through perceived betterment of the goal attainment process or by increasing
the perceived value of attained outcomes. For example, it could be likely that individ-
uals focused on goals’ outcome would prefer features that would clearly showcase to
them the outcomes they attained while individuals focused on a process would not be
as appreciative of these features but might appreciate others.
Goal attainment is also dependent on the goal orientation of the goal-seeker. Goal
orientations describe the purpose for which an individual sets or does not set a goal
(Pintrich 2000). Common orientations towards goal-setting are (1) mastery, (2) prov-
ing, or (3) avoidance (Hackel et al. 2016; Locke and Latham 2002; Mann et al. 2013).
(1) Mastery oriented users focus on self-development, and acquiring and developing
skills, (Elliot and Harackiewicz 1994; Freund et al. 2010; Lunenburg 2011; Mann
et al. 2013; Nahrgang et al. 2013; Zimmerman 2013). A goal to learn or to improve
one’s productivity relative to previous performance is an example of mastery orienta-
tions to goal-setting, similarly a goal could be to improve one’s health for the sake of
one’s own personal development rather than to for example show to others that one is
healthy. Other orientations to goal-setting (proving) would tend to set goals. Individ-
uals with mastery orientations could then focus on a specific outcome as a measure of
mastery such as getting a high grade on a test, or losing a certain amount of weight,
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or they could focus on the process of continuous learning and health improvement as
a measure of how much they are developing.
(2) Proving oriented individuals validate their performance through comparison
with external standards. For example, an employee with a proving orientation to goal-
setting would seek to appear better than others through for example being regarded
as the best sales person in their team regardless whether that goal is attained by a
focus on an outcome number of deals to close or by a focus on following the process
of closing deals most efficiently. Similarly, a person wanting to lose weight with
a proving orientation to goal-setting would want to showcase to others how much
weight they have lost and socially validate their accomplishments. (3) Avoidance
oriented individuals avoid the setting of goals in order to avoid failure, or dodge
negative some negative consequences (Capa et al. 2008; Hackel et al. 2016; Mann
et al. 2013; Roskes et al. 2014; Zimmerman 2013). A sales person afraid of negative
self or peer evaluations might hence avoid setting a goal altogether so that they do
not experience a negative affect when their behavior falls short of expectations. An
individual sharing these same fears of the same person but attempting to lose weight
would similarly as the sales person avoid the setting of any goals to avoid negative
self and social evaluations.
These orientations tend to be stable across time unless an intervention is in
place (Tuominen-Soini et al. 2011), and they are acknowledged to influence the
goal-attainment process and outcomes, and thus should be explicitly considered as
independent variables of goal-setting. For example: individuals with a mastery orien-
tation tend to make the process of goal attainment more enjoyable, while individuals
with proving orientations have been correlated with better performance in terms of
outcomes attainment (Freund et al. 2010; Lunenburg 2011). Orientations might hence
influence what features individuals would employ to showcase their goal-setting out-
comes or the lack thereof.
Perceptions and attitude towards goal difficulty and specificity, are considered impor-
tant attributes of set goals (Drach-Zahavy and Erez 2002; Latham 2000, 2003; Locke
et al. 1981; Loock et al. 2013; Mealiea and Latham 1996; Rasch and Tosi 1992). Goal
specificity as the relativistic perception of how clearly defined a goal is in relation to
the goal-setter and the context of the goal; the more specific a goal is perceived, the
better individuals are able to articulate it and evaluate their performance towards it,
in contrast, perceptually unspecific or vague goals articulated by goals such as “do
your best” could delude individuals and their social group into misevaluating their
performance towards goals attainment (Capa et al. 2008; Latham 2003; Locke and
Latham 2002). On the other hand, a goal to increase productivity by a certain percent-
age relative to the last quarter or to lose a certain amount of weight is more defined
and specific in terms of an intended outcome and hence easier to evaluate than the
same goal articulated as “do your best”.
Goal difficulty generally refers to the perceived effort needed for goal accomplish-
ment (Capa et al. 2008). Difficulty is a subjective attribute as perceptions of difficulty
differ from one individual to another and from a context to another, depending on a
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variety of variables. For example, a goal to lose 1 km of weight or close one sales
deal per week may be perceived as easy goals to an individual as they are goals that
seem to require little effort for their attainment however the same goals to for exam-
ple a person on a bed rest or working in a very competitive industry may perceive
these goals as difficult as their attainment under such conditions would require a lot of
effort. Nonetheless, perceptually challenging goals, positively influence persistence,
and motivate individuals to exert more energy towards their attainment to match this
perception of challenge (Locke et al. 1981; Locke and Latham 2002, 2013; Lunen-
burg 2011; Presslee et al. 2013; Rasch and Tosi 1992) if perceived in the right frame
of mind (Drach-Zahavy and Erez 2002). The literature on motivational technologies
recognizes the variance across users in the evaluation and perception of difficulty and
specificity, we hence see motivational systems that aim to tailor the difficulty and
competition level afforded by the system to users’ abilities and perceptions to ensure
that they experience goals as optimally difficult relative to their perception of difficulty
so as to encourage energy exertion towards goal attainment, while still ensuring that
the perceptually difficult goals are within users’ ability ceiling and hence motivating
rather than demotivating (Bouvier et al. 2014; op den Akker et al. 2014).
If an individual perceives a goal of for example closing one deal or losing 1 km of
weight per week as easy, they might exert less effort and be less likely to attain that
goal compared to an individual who perceives the same goal as difficult yet within
their abilities /not as an impossibly to attain goal). This difference in perception could
be influenced by various variables, such as experience, understanding of the industry
in which the individuals are employed and their levels of self-efficacy. Difficulty is
hence to be evaluated relatively since it is generally acknowledged that the more
relatively specific or relatively challenging the goals, the more likely individuals are
to be motivated towards their attainment and to seek the means possible to improve
their performance (Capa et al. 2008; Locke et al. 1981; Locke and Latham 2002;
Nahrgang et al. 2013).
The information systems discipline has traditionally been characterized as the pursuit
of knowledge pertaining especially to productivity and efficiency (see e.g. Hirschheim
and Klein 2012), and ways in which they may be improved. A substantial body of
knowledge has sprung from this rational, utility-seeking premise of aiding in the
development and construction of efficiently managed and operated organizations and
information systems within them. However, this utility-driven lens of information
systems has not been geared towards capturing users’ motivations as an important
aspect of productivity within these computerized contexts. The first wave of literature
started to widen the perspective of research into understanding that using a system
might also be enjoyable in the early 1990s by studying the concepts of playfulness
and enjoyment in relation to technology acceptance and use (see e.g. Webster and
Martocchio 1992; Davis et al. 1992), and later in 2004 by e.g. Van der Heijden (2004)
via the development of models that addressed the acceptance and use of hedonic
information systems.
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However, during the last years this continuum has taken a new step; rather than
only acknowledging the hedonic aspects of system use in its own right, new literature
has sprung up that attempts to wield it towards productivity and in pursuit to help
users reach their goals. These systems and veins of literature are primarily related to
gamification (Deterding 2015; Hamari et al. 2015; Huotari and Hamari 2017; San-
thanam et al. 2016), social networking design (Boyd and Ellison 2007; Chen et al.
2014; Krasnova et al. 2015; Lin and Lu 2011), and quantified-self (Choe et al. 2014;
Gurrin et al. 2014; Swan 2009). Together they form the field of what is known as
“Motivational design” or “Motivational information systems”. In the following sub-
sections, we discuss popular design streams of motivation technology; gamification,
social networking, and quantified-self, relating these discussions to the previously
outlined variables of goal-setting under investigation.
2.2.1 Gamification
Games are often seen as pinnacle form of media that facilitates the emergence of
enjoyable self-purposeful and motivating experiences (Deterding 2015; Hamari et al.
2015; McGonigal 2011). It was only a matter of time for the idea to come about
that these ‘gameful’ affordances that games consist of could be employed to boost
productivity and task engagement outside games (Deterding 2015; Hamari et al. 2015;
McGonigal 2011; Santhanam et al. 2016). Today, this technological development
has been coined as “gamification”. In general, gamification refers to designs that
attempt to give rise to similar experiences as games do (Deterding et al. 2011; Huotari
and Hamari 2017). Gamification commonly attempts to employ mechanics familiar
from games (see Table 1). Gamification has been employed to enhance motivation
and engagement in various contexts that include; education (Christy and Fox 2014;
Hamari et al. 2016; Hanus and Fox 2015; Landers 2014; Lieberoth 2015); government
services (Bista et al. 2014; Hassan and Nader 2016), exercise and health (Hamari and
Koivisto 2015a; Jones et al. 2014), enterprise resource planning (Alcivar and Abad
2016; Raftopoulos 2014), commerce (Bittner and Schipper 2014; Hamari 2013, 2017),
intra-organizational communication and activity (Farzan et al. 2008a, b; Jung et al.
2010).
However, gamification implementation can vary in terms of how deep-rooted and
varied they are. Some gamification implementation may for example attempt to
immerse the user in a narrative rich role-play (Uhlmann and Battaiola 2014), whereas
others may attempt to add gamefulness via reaction and finesse -requiring gameplay
(see e.g. Hamari et al. 2014a, b; Morschheuser et al. 2016; Seaborn and Fels 2015 for
reviews). Most commonly, however, gamification implementations have focused on
easily transferable mechanics such as points, badges and leaderboards that easily fit
into a variety of services across the information systems sphere (see e.g. Hamari and
Koivisto 2014; Morschheuser et al. 2017).
Goal-setting foci As prior research indicates, positive perceptions of gamification
that lead to its adoption, may depend on users’ relationships with goals (e.g. Hamari
2013; Landers et al. 2017). Differences in individual preferences and personal goals
influenced the effects gamification has on motivation and goal attainment (Zuckerman
and Gal-Oz 2014). Gamification can be often seen geared towards the attainment of
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rewards such as badges, points or higher placement in a game hierarchy such as beating
others on a leaderboard (e.g. Christy and Fox 2014; Cruz et al. 2015; Hamari 2013,
2017; Hamari et al. 2014b), therefore, gamification may be more suited for users who
focus on outcomes as opposed to a focus on the goal-attainment process. However,
gamification also intends to create a gameful, enjoyable experience (Deterding et al.
2011; Huotari and Hamari 2017; Lieberoth 2015; Nicholson 2012; Vesa et al. 2017),
that may make the use of gamified systems more enjoyable (Jung et al. 2010), matching
the preferences of process-focused individuals. We could thus additionally expect that
if the gamification implementation is successful in creating an immersive enjoyable
experience, that it might be appreciated by individuals focused on enjoying the process
of goal attainment.
Goal-setting orientations It follows from the above discussions that proving ori-
ented individuals who wish to showcase and prove their competence to others,
would positively perceive gamification features; leaderboards, points, badges and such
mechanics allow for the communication of achievement easily to others (Burke 2014;
Landers et al. 2017). Mastery oriented individuals may also find benefits from the
use of gamification as it would allow them to observe their self-development through
the same game mechanics. For example, progress bars and points allow individuals
to visualize the effort they have put thus far towards the achievement of a goal or the
attainment of a skill. They also allow individuals to infer their progress and the effort
needed to reach their goals, thus supporting their journey of self-improvement. We can
consequently expect that proving and mastery oriented individuals would positively
perceive gamification and intend to use it in the future.
On the other hand, avoidance oriented individuals with would in contrast place little
importance on use of gamification and may even perceive such a design class nega-
tively and avoid its usage. As previously indicated, individuals with a goal-avoidance
orientation would generally avoid setting explicit goals so as not to be negatively per-
ceived by their peers if they fail in goal attainment (Capa et al. 2008; Hackel et al.
2016; Mann et al. 2013). While they might still use gamification features for enjoy-
ment and immersion purposes, these same features emphasize progress and may thus
emphasize failures and achievement shortcomings; dangers which individuals with a
goal-avoidance orientation would be expected to avoid. It is thus expected that individ-
uals with a goal-avoidance orientation would negatively perceive gamification features
and intend not to use them in the future.
Goal attributes It is believed that one of the main motivational effects of gamifica-
tion stems from its ability to make goals more SMART (Burke 2014; Hamari 2013,
2017; Landers et al. 2017); that is, more Specific, Measurable, Attainable, Realistic,
and Time-bound. Such goals, according to goal-setting theory and decades of research,
assist individuals towards the attainment of their goals (Locke and Latham 2002; Mann
et al. 2013). We could thus postulate that individuals who lean towards specificity in
goal-setting may positively perceive the features of gamification because of this trait.
The affordances gamification offers would resonate with the specificity attribute of
their goals, thus increasing the likelihood that they would continue to use gamification
features to support their appreciation for specific goals. Although, a few studies have
discussed the relationship between gamification and goal-setting, currently there is a
dearth of literature that specifically measured this relationship between the specificity
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attribute of goals and perceptions of gamification and thus no final conclusions on the
relationship could be drawn.
Difficulty and challenge is a matter of utmost importance in game design, some
games attempt to match for example their difficulty and challenge level to the skills of
players sometimes in real-time and according to player types as quickly and frequently
as these differences are discovered (Cowley and Charles 2016). The aim is to ensure
engagement with the game by matching the challenge level to user preferences and
skills, thus putting players in an enjoyable state of “flow” where they are immersed
in the task at hand (Csíkszentmihályi 1975). Gamification attempts to mimic this
experience (Hamari and Koivisto 2014a) that may facilitate user engagement with
their goals long enough to attain them. Gamification also as explained has the ability
of molding goals into SMART-ness, that may additionally assist in making difficult
goals seem more attainable (Burke 2014; Landers et al. 2017). Thus, we may expect
individuals who tend to set difficult goals to positively perceive features of gamification
design once they realize its potential to assist them in attaining their goals. Furthermore,
the gameful experience afforded by gamification (Huotari and Hamari 2017; Nicholson
2015), may also be appreciated by these individuals, as they may wish to offset the
perceived difficulty of their goals with gamefulness. However, currently there is a
dearth of literature that specifically measured this relationship between the difficulty
attribute of goal-setting and perceptions of gamification and thus no final conclusions
on the relationship could be drawn.
Social computing application have existed for a long time before and after the inception
of the internet (Mamdani et al. 1999; Parameswaran and Whinston 2007), however,
no other technological development has taken social computing to the heights we see
today than the emergence of Social Networking Services (such as Facebook,8 Twitter9
and Instagram10 to name a few) (Boyd and Ellison 2007; Richter and Koch 2008).
We can even observe many social networking features (such as messaging, friending,
virtual cheers and discussion forums) added to information systems and not just as part
of standalone services for social networking (Farzan et al. 2008a, b; Jung et al. 2010).
This design movement spawned off as a consequence of the growingly networked
nature of our society and its unprecedented enabling infrastructure (both hardware
and software layers) (Boyd and Ellison 2007; Butler 2001). Today, we can interact
with peers and non-peers anywhere, anytime to a degree, that has started to regulate
and direct how we live our lives, what aspirations we develop and what goals we set
for ourselves as well as how we progress towards those goals (Butler 2001; Butler and
Wang 2012; Hamari and Koivisto 2015a; Richter and Koch 2008). Individuals gravitate
towards social features as humans potentially rely on the feedback—and social support
and encouragement (Hamari and Koivisto 2015a)—received from these networks to
8 https://www.facebook.com/.
9 https://twitter.com/.
10 https://www.instagram.com/.
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stay motivated. Communities, peers, and social groups are increasingly considered
important facets of self-regulation and goal attainment (Bouvier et al. 2014; Latham
2003; Loock et al. 2013; Mann et al. 2013).
Social comparison (Festinger 1954) understood as a process of comparing goals
and accomplishments to those of others often to evaluate one’s performance against an
external standard, is a process thought to motivate individuals to improve their perfor-
mance relative to others according to the social comparison theory and many research
studies (Chan and Prendergast 2007; Hamari and Koivisto 2015a; Petkov et al. 2011;
Zuckerman and Gal-Oz 2014). Social Networking Services and features unparalleled
expose us to social influence and comparison (Cialdini and Trost 1998; Cialdini and
Goldstein 2004; Hamari and Koivisto 2015) and additionally increase users’ percep-
tions of relatedness (e.g. Deci and Ryan 2000) and their sense of community (e.g.
Hernandez et al. 2011).
Communities influence their members through their tendency to develop shared
norms of behavior to be adhered to by the community members and through the social
feedback the community exchanges (Hamari and Koivisto 2015a). Social feedback
facilitated by sharing within the community provides a channel for soliciting approval
and external performance evaluations (Jung et al. 2010; Zuckerman and Gal-Oz 2014;
Hildebrand et al. 2013). Such feedback usually promotes social reciprocity (Hamari
and Koivisto 2015a; Munson and Consolvo 2012), and is considered a reason why
social designs may be motivating in goal pursuit (Hamari and Koivisto 2015; Hilde-
brand et al. 2013; Petkov et al. 2011).
Goal-setting foci Individuals’ with a process focus to goal-setting as discussed
mostly intend to enjoy the process of goal attainment (Burnette et al. 2013; Freund
et al. 2010; Latham 2003; Locke and Latham 2002; Mann et al. 2013). It may thus
be expected that they would attempt to enjoy the process by sharing their updates,
thus earning themselves cheers, and the support of a community as discussed. On the
other hand, social comparison is also associated with negative emotions such as envy
and inadequacy (Krasnova et al. 2013, 2015; Tandoc et al. 2015). Individuals with a
process focus to goal-setting may thus avoid social networking features if they tend
to experience such negative emotions. It is consequently difficult to hypothesize on
the relationship between process-focused goals and perceptions of social networking
designs.
Individuals with outcomes focus to goal-setting on the other hand may draw benefits
from the use of social networking features due to the ability of these features to
inspire social reciprocity, comparison, and recognition. Cheers individuals receive in
response to their achieved outcomes, revalidate to them the importance of reaching
these outcomes, thus resonating with their outcomes orientations. Additionally, the
cheers would push these individuals more towards a focus on reaching outcomes in
order to collect more cheers. On the other hand, if the outcomes individuals wish to
achieve do not match the values of their social networks or if these networks are not
vibrant enough to cheer the achievement of these outcomes, then it is also likely that
individuals with outcome-focused goals would draw little use from social networking
features, thus negatively affecting their perception of these designs. Beyond that,
social networking can also be negatively correlated with goal commitment when social
feedback emphasizes personal shortcomings (Kim et al. 2016; Zuckerman and Gal-
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Oz 2014), or when individuals pursue goals scarcely appreciated by their social group
(Latham 2003). Such situations that can lead to unfavorable evaluations of one’s self
or cause a disturbance to one’s publicly projected image are considered Ego Threats
that individuals are thought to avoid (Dijkstra 2014; Burnette et al. 2013), they can
also lead to envy, and decreased emotional wellbeing (Krasnova et al. 2013, 2015;
Tandoc et al. 2015). In such conditions, the social networks individuals have no longer
provide them with favorable social support and hence the network may potentially
lose its perceived value by the individual. These conditions may therefore become a
reason why individuals with an outcome focus to goal-setting may eventually avoid
the use of social networking features even if these features afford them a channel to
support their goal attainment. It is thus hard to finally hypothesize the extent to which
individuals with an outcome focus to goal-setting would weight potential benefits from
social networking designs against their potential drawbacks.
Goal-setting orientations Proving as an orientation to goal-setting, relies by defi-
nition on social communities in order for one to prove one’s competences to others.
Individuals with a proving orientation utilize social measures in the evaluations of
their goals (Capa et al. 2008; Hackel et al. 2016; Hamari and Koivisto 2015a; Locke
and Latham 2002; Roskes et al. 2014). It could thus be expected that individuals with
a proving orientation to goals would positively perceive social networking designs
and intend to utilize their features. Online social games and gamified applications
from Farmvile,11 to PokemonGo12 indicate that social sharing, competition and social
comparison are some of the possible ways individuals perceive and communicate their
achievements through a network of friends to whom they wish to prove competence.
However, individuals are not always inclined to disclose their serious goals from the
use of an application or their goal-related progress due to fears of over sharing, boring
their community (Munson and Consolvo 2012), or fears of revealing too much of their
private information (Swan 2009).
Individuals with an avoidance-orientation to goal setting are scarcely expected to
have goals to communicate with their network in the first place, let alone positively
perceive these social designs or intend to continue using a service for their features.
Social recognition has a positive influence on attitudes towards motivational services
employing social features only when the received feedback or social recognition is
considered beneficial (Hamari and Koivisto 2015a; Loock et al. 2013; Jung et al.
2010). In situations where the recognition received is negative or deemed less bene-
ficial (possibly due to the lack of achievements or goals to communicate in the first
place) (Munson and Consolvo 2012) avoidance of social networking features may
be expected especially by avoidance oriented individuals who tend to prefer avoid-
ing embarrassment, or negative social judgment (Capa et al. 2008). Thus, it is likely
that individuals specifically with avoidance orientations would prefer to avoid social
features altogether.
Individuals with a mastery-orientation to goal-setting could be thought of as indi-
viduals whose main focus is on themselves and on improving their skills (Burnette
11 https://www.zynga.com/games/farmville.
12 https://www.pokemongo.com.
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et al. 2013; Elliot and Harackiewicz 1994; Freund et al. 2010). These individuals may
hence pay little attention to their social network or how external individuals perceive
their goal-related performance. What would be expected to mater more to them is
mainly how they themselves perceive and evaluate and their own progress towards the
mastery of the skills they wish to master. Accordingly, it is thus hard to expect that
these individuals would draw much benefit from social networking designs and thus
we expect that they would not positively perceive its features or intend to continue to
use a motivational service because of the presence of these features.
Goal attributes Social groups provide individuals with behavioral directions based
on the values the social groups perceive positively (Cialdini and Goldstein 2004;
Cialdini and Trost 1998; Hamari and Koivisto 2015a; Jung et al. 2010). At times, these
directions may not be specific enough for effective self-regulation (Nahrgang et al.
2013) and thus provide little assistance for individuals who appreciate goal-specificity.
For example; goals to “work hard”, or to “work harder than last quarter”, or to “increase
output by 5%” have different levels of specificity and thus would be appreciated
differently by different individuals. We could expect that a mismatch between the
goals specificity degree that individuals and their social group respectively appreciate,
would influence the extent to which individuals positively or negatively perceive social
networking with these groups and the features that facilitate it. On the other hand, this
mismatch possibly when the individual has a specific goal the achievement of which
could be easily communicated, may lead the larger social groups with unspecific or
hardly quantifiable goals, to exaggerate the individual’s goal achievement, thus making
the individual appreciate the social features of a motivational service. It is thus hard to
determine with certainty whether individuals with specific goals would perceive more
benefits from the use of social networking features than drawbacks.
With regards to the difficulty attribute of goals, generally, the more individuals lean
towards perceptually difficult goals regardless who set them for the individual, the
greater the energy and motivation needed for its attainment (Drach-Zahavy and Erez
2002; Locke and Latham 2013; Presslee et al. 2013). Individuals who lean towards
goals perceived as difficult may find that social cheers are motivational and assistive
with goal attainment. They may however on the other hand avoid the use of these
features for fears of failures due to the difficulty of their goals. As previously was
the case with avoidance-oriented individuals, we expect that individuals with difficult
goals would lean towards the avoidance of social designs.
2.2.3 Quantified-self
The last few years witnessed a rise in the adoption of devices such as smart watches,
activity trackers, and sleep monitors, coupled with an increase in the use of Quantified-
Self (QS) software and features (Gurrin et al. 2014; Rawassizadeh et al. 2015; Swan
2009; Lupton 2016; op den Akker et al. 2014) as well as increased use of quantifica-
tion sensors, GPS tracking, and visualization software (Choe et al. 2014; Lupton 2016;
Mehta 2011). Quantified-self hardware and software automatically track changes in
certain variables that individuals are interested in as measures of their performance
in a certain area of interest such as health (see op den Akker et al. 2014 for a
review), work productivity, or self-development (Swan 2009). This has given rise
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to the quantified-self movement (Choe et al. 2014; Mehta 2011; Munson and Con-
solvo 2012; Zuckerman and Gal-Oz 2014), which emphasizes the importance of the
regular collection, processing, and presentation of data on behavioral indicators, envi-
ronmental indicators or biological indicators etc. as measures to evaluate personal
performance so that individuals can better achieve progress in their areas of interest
(Lupton 2016; Swan 2009), Such tracking of variables of interest is also of societal
benefit as it might help individuals remain healthy and productive, lowering health
care costs for a society while possibly increasing productivity levels (op den Akker
et al. 2014). Typically, QS designs employs features such as logs, diaries, performance
graphs and other statistical analyses.
Quantified-self measurements have been experimentally (Munson and Consolvo
2012), and observationally (Mehta 2011) linked to increases in performance towards
goal attainment. Additionally, it is thought to be important to support goal-setting, in
general and self-regulation in specific (Choe et al. 2014; op den Akker et al. 2014;
Zuckerman and Gal-Oz 2014), and thus has been adopted in the design of several
information systems such as with Nike+,13 MyFitnessPal,14 Habitica15 and many
others. It is thus expected that individuals who focus on the outcomes of goal-settings
would use QS as a mechanism to ensure regulation of their performance. However,
while QS certainly does offer individuals many benefits that could help in the pursuit
of outcomes, attitudes towards quantification are negative and quantification has been
judged by its users as ineffective in reaching outcomes, although their performance
data may indicate otherwise (Zuckerman and Gal-Oz 2014). Such dissonance between
the perceived and actual benefits from quantified-self features in terms of outcomes
attainment support may be due to several cognitive, affective, and behavioral barriers
to the adoption and use of quantification as a motivational mechanism.
Goal-setting foci Keeping track of variables of interest is considered time con-
suming as collected data is subject to fragmentation across several applications, and
extensive cognitive skills are required for comprehending and benchmarking the col-
lected data, let alone to draw behavioral conclusions based on it (Choe et al. 2014).
Additionally, qualitative aspects of performance such as quality, or personal conditions
such as moods are not easily trackable through most quantitative measure of perfor-
mance (Swan 2009), hence certain outcomes are not always best reflected through QS
features. It is thus hard to draw final conclusions on the perceptions of QS features
by user with outcome-focused goals. On the other hand, individuals who focus on the
process of goal-setting may appreciate a stream of details as to how their process is
proceeding. Their focus on the process may additionally instill in them the drive to
acquire the needed skills to comprehend QS data and to use it as a continuous, precise
measure of a process that extends overtime.
Goal-setting orientations As discussed, individuals with a proving orientation uti-
lize social measures in the evaluations of their goals (Capa et al. 2008; Hackel et al.
2016; Locke and Latham 2002; Mann et al. 2013; Roskes et al. 2014), since the
13 http://www.nikefuellab.com.
14 www.myfitnesspal.com/.
15 https://habitica.com/.
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This study sets the following research question: “how different goal foci (outcome and
focus), goals orientation (mastery, proving, and avoiding), and goal attributes (speci-
ficity and difficulty) are associated with perceived importance of gamification, social
networking and quantified-self-features” with the aim of producing knowledge for
understanding which of the motivational design are better suited for users with differ-
ent goal focus, orientation and goal attributes. While we have extensively discussed
the possible relationships between the dimensions of goal-setting and the motivational
design classes there still remains ambiguity on what can be expected and hypothesized
about these relationships. Table 1 presents a summary of the concepts and expected
associations of these design and their relationships with various goal-setting variables.
In the empirical portion of the study we investigate the relationship between all the
goal-setting related constructs and the importance of all of the three principle classes
of motivational designs for users. Figure 1 depicts the research model investigated.
3 Empirical study
3.1 Participants
Users of HeiaHeia can either use the app individually or as a part of a group e.g. their
company fitness group as the app encourages. Upon signing up, users are asked to log
their exercise related information in terms of height, weight and target weight or similar
goal (or none) that they want to achieve from the use of the app. They then proceed to
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Table 1 Summary of concepts
Affects motivation through Users’ psychological needs which Users’ social psychological needs Users’ cognitive needs for
are commonly related to the ones e.g. social support and feedback information about their activity
connected with game experiences (Hamari and Koivisto 2015a), (Swan 2009, 2013; Zhang 2008)
e.g. autotelicy, social comparison (Festinger
mastery/competence, immersion, 1954), relatedness (e.g. Deci and
flow etc. (see e.g. Deterding 2015; Ryan 2000) and the sense of
Huotari and Hamari 2017; Zhang community (e.g. Hernandez et al.
2008) 2011; Morschheuser et al. 2017)
Common design features Points/score/XP, Chal- Social feed, bragging, messaging, Self/activity-quantification features
lenges/quests/missions/tasks/goals, social networking/friending, related to tracking such as logs,
badges/achievements/medals/trophies, teams/collaboration, statistics, diaries, visualization of
leaderboards/ranking, progress, customization/personalization, data, benchmarks, forecasts (Choe
quizzes, timers, avatar/character, cheers/praise and comments et al. 2014; Lupton 2016)
narrative/stories, roleplaying (see (Hamari and Koivisto 2015a;
Gamification, quantified-self or social networking?…
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Table 1 continued
123
Orientations towards goal-setting Importance of gamification features Importance of social networking Importance of QS design is likely to
(proving, mastery, avoidance): is more likely to be positively design is likely to be positively be positively associated with the
associated with the proving and associated with the proving mastery orientation as it affords
mastery orientation rather than orientation as it affords sharing accurate tracking of the activity,
avoidance orientations as (and thus proving) achievements, and therefore, provides important
gamification commonly aims at as well as be negatively associated feedback for self-development
showcasing user’s achievements with avoidance orientation as social
and the progress leading to these networking design would also
achievements afford showcasing subpar goal
progress and thus can strengthen
the fear of failure
Goal attributes (specificity, No clear enough expectation related No clear enough expectation related Having specific goals is likely to be
difficulty) to the association or direction to the association or direction positively associated with the
(positive or negative) can be (positive or negative) can be perceived importance of QS design
ascertained between gamifications ascertained between social since having specific goals affords
and goal attributes networking design and goal a more purposeful and relevant use
attributes of tracking and metrics
J. Hamari et al.
Gamification, quantified-self or social networking?…
Process
Gamificaon
Movaonal technologies
Proving
Goal orientaon
Avoidance Social
Networking
Mastery
Quanfied-self
Goal aributes
Difficulty
Specificity
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123
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vier et al. 2014; Fransella 1981). The link to the questionnaire was placed inside
the service by its operators for a duration between 24th of November and 18th of
December 2014, visible only to registered users to ensure that potential respondents
have been exposed to the service before their participation in our study. The ques-
tionnaire employed 7-point scales in measuring users’ perceptions of the importance
of features of gamification, social networking and quantified-self (“On a scale of 1
(not at all) to 7 (extremely), how important are the following features to you?”) as
well as users goal-setting related factors in terms of foci (outcomes, process), orien-
tations towards goals (proving, mastery, avoidance) and goal attributes (difficulty and
specificity) (“Consider the following statements regarding your exercise” 1—strongly
disagree—7—strongly agree): (see Table 3 for measurement items as well as how
each load on their corresponding variable they measure).
3.3 Procedure
Both the measurement model (validity and reliability) and structural model (results)
were assessed using the component-based PLS-SEM of SmartPLS 3 (Ringle, Wende,
and Will, 2005). The use of structural equation modelling (SEM) is a standard approach
in studies that investigate several dependent relationships simultaneously especially
when analyzing complex multivariate structural models containing both the measure-
ment model (confirmatory factor analysis of constructs (see e.g. Nunnally 1978 on
latent psychometric variables)) and the structural model (multiple regression models
investigating the relationship between constructs) (Hair et al. 2010, 2016).
The advantage of the component-based PLS-SEM estimation in particular, when
compared to co-variance based structural equation methods (CB-SEM), is that it is
non-parametric and therefore makes no restrictive assumptions about the distributions
of the data. Secondly, PLS-SEM better tolerates smaller samples. Thirdly, PLS-SEM
is considered to be a more suitable method for prediction oriented studies, whereas co-
variance based SEM is better suited for testing which models best fit the data (Anderson
and Gerbing 1988; Chin et al. 2003). Fourthly, PLS-SEM can provide a more accurate
measurement of the path coefficient in the model, whereas it has been demonstrated
that CB-SEM can inflate path coefficients (Chin et al. 2003). For these reasons, we
selected PLS-SEM estimation over CB-SEM (Anderson and Gerbing 1988; Hair et al.
2011, 2016; Lowry and Gaskin 2014).
3.4 Results
Convergent validity of the measurement (see Table 4) was assessed through Average
Variance Extracted (AVE) and Composite Reliability (CR) of the constructs [AVE
should be > 0.5, CR > 0.7 (Fornell and Larcker 1981)]. Moreover, we omitted two
items that loaded onto their corresponding constructs below 0.6 (Goal orientation:
avoidance item 2 and Goal attribute specificity item 1). As the employed measure of
convergent validity are above the indicated thresholds, we can conclude that the con-
123
Table 3 Survey constructs and measurement items
123
Goal focus: outcome “Consider the following statements regarding your exercise” 1—strongly disagree, 7—strongly agree
I often compare my current condition to the condition I want to attain in future 0.856 Adapted from definitions and
I often think what will it be like to attain/reach my exercise goals 0.846 description-based measure in
Freund et al. (2010)
I often dream about the day I will reach my goals 0.759
I often compare my current condition with a past condition 0.801
I often think of the distance between my current physical condition and my goals 0.817
Goal focus: process I often think of what I can do to pursue my exercise goals 0.803
I often think about how I could optimize my exercise sessions 0.782
While exercising, I pay attention how my exercise is going 0.815
When exercising, I am very focused on the exercise itself 0.664
Goal orientation: proving It’s important for me to prove that I am better than others 0.665 Adapted from Elliot and McGregor
It’s important that others know how well I am doing 0.831 (2001); VandeWalle (1997);
VandeWalle et al. (2001)
To be honest, I really like to prove my abilities to others 0.822
I think that it’s important to do well to show how good you are 0.804
Goal orientation: mastery I’m willing to take on a difficult challenge if it helps me reach my goals 0.733
I like challenges that really force me to put on a hard effort 0.879
I prefer challenging goals so that I’ll improve a great deal 0.773
I truly enjoy challenges for the sake of mastering them 0.782
Goal orientation: avoidance I prefer to avoid challenges where I could risk performing poorly 0.784
I am more concerned about avoiding failure in exercise than I am about doing well < 0.600
I would rather drop a difficult challenge than fail 0.879
I would rather take on a challenge that I am familiar with so that I can avoid doing poorly 0.653
I would rather take on challenges that I feel that I will probably do well in 0.653
J. Hamari et al.
Table 3 continued
Goal attribute: difficulty My goals in [the service] require a great deal of effort 0.869 Adapted from Wright (2004)
My goals in [the service] are very challenging 0.892
Goals like mine in [the service] are quite demanding day after day 0.796
Goal attribute: specificity I understand exactly what I am supposed to do to achieve my goals in [the service] < 0.600 Adapted from Lee et al. (1991),
Locke and Latham (1984) and
Wright (2004)
If I have more than one goal to accomplish with [the service], I know which ones are the most 0.850
important and which are the least important
When using [the service] I feel that my goals related to exercise are clear 0.643
I have very specific, clear outcomes to aim for in [the service] 0.699
Gamification On a scale of 1 (not at all) to 7 (extremely), how important are the following features to you?
Gamification, quantified-self or social networking?…
Medals 0.899
Your top sports list 0.760
Levels (bronze, silver, etc.) 0.796
Social networking On a scale of 1 (not at all) to 7 (extremely), how important are the following features to you?
Cheering 0.848
Commenting 0.831
Friends’ logs 0.872
Top friends 0.827
Quantified-self On a scale of 1 (not at all) to 7 (extremely), how important are the following features to you?
Advanced tracking features 0.680
Log 0.767
Sick days 0.800
123
123
Table 4 Validity and reliability (Fornell and Larcker-criterion)
vergent requirements of validity and reliability for the model were met. Discriminant
validity was assessed, firstly, through the comparison of the square root of the AVE
(diagonal line, Table 4) of each construct to all of the correlations between it and other
constructs (see Fornell and Larcker 1981), where all of the square root of the AVEs
should be greater than any of the correlations between the corresponding construct
and another construct (Chin 1998). Secondly, we assessed the discriminant validity
by confirming that each item had the highest loading with its corresponding construct.
All three tests indicated that the discriminant validity and reliability were acceptable.
The sample size satisfies different criteria for the lower bounds of sample size for
PLS-SEM: (1) ten times the largest number of structural paths directed at a particular
construct in the inner path model (Chin 1998), and (2) according to Anderson and
Gerbing (1984, 1988), more than 150 respondents as the model is comprised of more
than three. (3) The sample size also satisfies stricter criteria relevant for variance-
based SEM: for example, Bentler and Chou (1987) recommend a ratio of 5 cases per
observed variable.
The structural equation modelling results obtained from the data gathered among
HeiaHeia users showed that the path model accounted for 18.7% of the variance of the
perceived importance of the gamification design, 18.6% of the perceived importance of
the social networking design, and 23.1% of the perceived importance of the quantified-
self design.
As per the relationship between goal orientation and the importance of motivational
features: the results reveal that being outcome-focused is positively associated with
perceived importance of gamification (β16 = 0.233, p = 0.031), and we can observe
a similar trend for quantified-self (β = 0.196, p = 0.065). Process focus did not have
any significant association with the perceived importance of any of the design classes.
As per the relationship between goal orientation and the importance of moti-
vational features: Proving-orientation was positively associated with the perceived
importance of gamification (β = 0.192, p = 0.025) and social networking designs
(β = 0.283, p < 0.000). Goal avoidance-orientation was negatively associated with
the perceived importance of social networking designs (β = −0.321, p < 0.000).
There was a positive trend between mastery-orientation and perceived importance of
quantified-self designs (β = 0.174, p = 0.066).
As per the relationship between goal attributes and the importance of motivational
features: there was a negative association between the perceived difficulty of goals and
the perceived importance of gamification design (β = −0.213, p = 0.044) as well as
a weaker negative trend between it and social networking design (β = −0.200, p =
0.051), as well as between goal specificity and perceived importance quantified-self
design (β = 0.173, p = 0.051). Figure 3 shows these meaningfully significant paths
of the research model. For full results, please refer to Table 5.
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J. Hamari et al.
Process
Gamificaon
(R² = 0.187)
Movaonal technologies
Proving
Goal orientaon
Social
β = -0.321 (p = 0.000)
Avoidance Networking
(R² = 0.186)
Mastery
Quanfied-
self
(R² = 0.231)
Goal aributes
Difficulty
Specificity
Fig. 3 Results (only meaningfully significant path coefficients are shown for clarity (largest p-value 0.066),
please refer to Table 5 for full results)
4 Discussion
In summary, the results of the present study pertaining to the relationships between
goal-setting and motivational design (in an exercise app) revealed that (1) gamifica-
tion features are perceived to be more important by users who have easier goals, are
outcome-focused and who are more inclined to prove themselves to others. (2) The
perceived importance of social networking features is similarly associated with being
proving-oriented and having easier goals. Moreover, the importance of social net-
working features is strongly negatively associated with avoidance orientation towards
goals. (3) The perceived importance of quantified-self features appears to be associated
with being outcome-focused and with being oriented towards mastery as well as with
having specific goals. This section discusses the implications of these results from a
goal-setting perspective.
Regarding goal foci, our results clearly answer a question posed at the outset of this
study on whether motivational technologies can provide goal support either in the form
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β p 95% CI
of making the goal attainment process more pleasant or by increasing the perceived
value of the outcomes achieved when goals are attained and thus affording support
for individuals with both outcome- or process-focused goals. The results indicate that
being outcome-focused was positively associated with the features of gamification and
Quantified-self designs, whereas being process-focused had no significant association
with any of the motivational designs. A weaker trend was observed between social
network features and focus on outcomes.
These results connect to a prevailing debate across the different motivational design
literature spheres. The literature is split between whether the effects of these designs
stem from either their ability to make activities more self-purposeful and intrinsically
meaningful (see e.g. Deterding et al. 2011; Dijkstra 2014; Hamari et al. 2015; Lieberoth
2015; McGonigal 2011; Vesa 17) or from providing extrinsic rewards for outcomes
of behavior rather than making the behaviors themselves more enjoyable (see e.g.
Christy and Fox 2014; Cruz et al. 2015; Hamari 2013; Hamari et al. 2014b, 2015;
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17 https://zombiesrungame.com.
18 Intrinsic motivation is usually understood as a drive to pursue a behaviour for the sake of the autotelic
aspects of the behaviour itself (e.g. enjoyment, relaxation, skill development). Extrinsic motivation on the
other hand occurs when a behaviour is pursued for an extraneous reward or to avoid a consequence related
to the performance of the behaviour but not for the sake of the behaviour itself e.g. earning income, avoiding
imprisonment (Baard et al. 2004; Deci et al. 1999).
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This theme of discussion is also connected to perhaps the most prevalent theoretical
development in information systems sciences: technology acceptance (e.g. Taylor
and Todd 1995; Venkatesh and Davis 2000; Venkatesh et al. 2003). In the respective
literature, it is commonly conceived that utilitarian systems (Davis 1989) are used for
extrinsic reasons in the pursuit of extraneous outcomes, whereas hedonic systems are
used for the enjoyment of the system use—the process (Agarwal and Karahanna 2000;
Van der Heijden 2004); thus connecting outcome- and process foci (Corpus et al. 2009;
Freund et al. 2010; Latham 2003; Locke and Latham 2002) to technology acceptance
(e.g. Hamari and Koivisto 2015b; Van der Heijden 2004). If we follow this reasoning,
the results of this study may suggest that it is those users who are focused on extraneous
goals who still regard both gamification and quantified-self as important features.
Perhaps this is exactly because they feel they need motivational support. This might
not be surprising since, in the end exercise, education etc. often include extraneously
evaluated goals that people are attempting to attain. Additionally, a focus on the process
of goal attainment is already thought to engender engagement and enjoyment of goal
attainment, making the pursuit in itself motivational and enjoyable enough (Locke and
Latham 2002). Thus, individuals with process focused goals may not have recognized
the need or the potential benefit of the use of a hedonic motivational system.
Concerning goal-orientation of users, the present study found intriguing results. Per-
haps the most clear and interesting finding is the rather strong negative relationship
between avoidance-orientation and the importance of social networking features. This
is understandable as avoidance-oriented users are afraid of failure and having others
informed about their failures. Therefore, social networking design is viewed nega-
tively. When users are afraid of failure in the pursuit of their goals, they may become
wary of comparing and sharing their accomplishments (or failures for that matter)
with others. Understandably, the perception of the magnitude of failure might become
much larger if the sub-par performance is shared with others and compared with the
possibly better performance of others (see e.g. Krasnova et al. 2013, 2015; Tandoc
et al. 2015 on envy on social networks).
In the same vein and in contrast, those users who are proving-oriented show an oppo-
site preference towards social networking features; those who are oriented towards
proving themselves to others, were more likely to perceive social networking features
important. These findings are canonical with prior studies that investigated the rela-
tionship between getting recognized and the use of SNSs and related services (Hamari
and Koivisto 2015a; Hernandez et al. 2011; Lin and Lu 2011; Mäntymäki and Islam
2016).
The importance of gamification was positively associated with the proving orienta-
tion of users. Although, gamification itself does not facilitate proving oneself to others
in the same manner as social networking features do, gamification features (badges,
levels and medals) are visible signifiers of achievement (Hamari and Eranti 2011;
Lehdonvirta 2009) on users’ profiles, which can increase the perceived prestige of a
user to others, and thus, increase the ability of a user to prove themselves to others
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With regards to goal attributes: users’ goal specificity appears to be positively associ-
ated with the perceived importance of quantified-self design. This is possibly because
users with higher goal specificity have a pre-determined criterion for performance
evaluations and regulation (Landers et al. 2017; Latham 2003; Locke and Latham
2002), and therefore, quantified-self features may provide feedback that is more suit-
able for such users for steering their goal-setting, progress and behavior—a quality
that is often encouraged by self-quantifiers (Choe et al. 2014). Vice versa, users with
less specified goals may not find quantified-self features as useful perhaps because the
actionability of data they receive through these features is lower.
The more difficult the goals are, the better individuals would be motivated towards
their achievement up to the ceiling of their skill set (Capa et al. 2008; Landers et al.
2017; Locke and Latham 2002; Lunenburg 2011). Surprisingly, however, our results
showed a negative association between goal difficulty and importance of gamification
as well as social networking design. We believe this may be because both gamification
and social networking designs are designed to rather similarly reward tasks regardless
of how skilled the user is in the activity. Both beginners and experienced athletes can
receive badges and are able to post their exercise to others regardless of the difficulty
level of the task/goal. Therefore, it can be conceived that users with less difficult goals
can benefit from gamification and social networking designs more. They categorically
receive more attention from others and get more badges per exertion unit. However, this
calls upon a wider issue with performance measurement; “you get what you measure”
and “gaming the system”. Therefore, it may be important to ensure that any rewarding
schemes are as accurately as possible based upon the metrics that realistically represent
progress and personal development.
Important aspects of system development, among others, are cost efficiency and suit-
ability of features for users and their needs. While it might be believed that offering
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Gamification, quantified-self or social networking?…
more features increases the likelihood that a single comprehensive design would cater
to the differentiated needs of users, research into consumer and social psychology
has shown that the abundance of features overwhelms users and may result in a dis-
satisfaction with a service (Willemsen et al. 2016) as well as poses a threat to the
economic feasibility of development. User modelling and user-adapted interaction are
key methods by which to address these aspects. Research indicates that tailored designs
(Bouvier et al. 2014; op den Akker et al. 2014) and a certain degree of personalization
in design (Dijkstra 2014) are usually more impactful compared to generic designs for
a wide user base in terms of motivational effects and sustained behavioural change. In
this paper, we have investigated the fit of motivational design with users’ goal-setting
related aspects.
The findings of the present study provide encouraging practical implications to
designers of services and information systems, who employ motivational designs: the
results suggest that the combination of gamification, social networking and quantified-
self can support almost all the different aspects of goal-setting (investigated in this
study); goal focus and orientation of users as well as goal attributes of users. This
implies that by employing these three classes of motivational design (and executing
them well), designers can rest assured that they are providing a meaningful motiva-
tional design to a wide range of audience. For users who seek to strive in an activity for
the sake of the activity itself and users who take on specific challenges, quantified-self
features are important, whereas users who are more concerned with the outcomes of
their activities, have easier challenges and who are concerned with proving themselves
to themselves and others, gamification and social networking can address their goal-
setting -related needs. An interesting exception, however, concerned the relationship
between having process focused goals and the different motivational designs: being
less or more process oriented did not seems to make any of the motivational designs
more important for users.
Moreover, while not the core contribution of the study, we have set one example of
how to measure the goal-setting aspects of the users of a software. The same or similar
measurement could be employed amongst the user base of any software or system
with the possible addition of other variables of interest for the developer. These tools
add to the repertoire of more classical practices such as market segmentation, user
analysis, product analysis etc. (Jonker et al. 2004). User centric approaches to systems
design (Norman and Draper 1986) emphasize the importance of understanding user
needs and goals from the use of a system and service and to use this understanding
as a guideline for design. In light of our results, we would recommend designers to
determine the expected foci, orientations to goal-setting and goal attributes of their
target audience.
Determining user goals could possibly also take place through participative design,
pilot testing, workshops focus groups and initial interviews with potential users carried
out with the objective to develop a profile of their goals. Once an initial understand-
ing of user goals is obtained, designers could next proceed to select design features
according to an intended fit between design features and user’s perceptions of the
features. This requires the derailment of design guidelines based on user goals. The
results of this study provide such an initial understanding as has been summarizing
in the introduction of this work. A fit is expected between users with goals identi-
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The data employed in this study was collected from a motivational service geared
towards exercise. We believe this context provided one of the best possible avenues
for this study as it is an area of interest for a wide range of users with different goal-
setting behavior and we identified an application in that context that uses all three
classes of motivational design, allowing for a comparison across their features. How-
ever, further studies should be conducted in other contexts such as in the context of
intra-organizational systems in order to investigate whether contextual factors have
an effect on how the goal-setting related aspects translate into perceived importance
and appreciation of motivational design classes. Future research could also explore the
interdependencies between the goal-setting aspects explored by this study (foci, orien-
tations towards goals and goal attributes) and the influence of these interdependencies
on the perception of classes of motivational design.
The data is based on a survey which implies that the data is cross-sectional and self-
reported. Naturally, it is likely that the reported measures do not necessarily reflect
how much the respondents actually use the different motivational features, but on the
other hand, actual use does not necessarily indicate how important or how much of
an effect the features of the design classes might have on the user. Therefore, the
self-reported measure of importance is not necessarily inferior relative to others but is
rather one that offers a different vantage point on the phenomenon under study. Future
studies are recommended to expand this enquiry through employing other measures to
provide complementary results such as analyses of behavioral data, net ethnography
or other qualitative techniques such as focus groups and user interviews. Moreover,
studies pursuing similar research questions could conduct experiments where users
were randomly assigned into version of a software including varying sets of features
and where the users’ goal setting related attributes were separately surveyed. While
the study did not measure adoption, perceptions of important features give insight
into what features users value the most and the likely subsequent adoption behavior.
Future researchers are encouraged to further investigate these variables of motivational
services use.
Further research could investigate whether there are more fine-grained aspects of
goal-setting such as goal commitment, self-efficacy, performance anxiety, individual
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Gamification, quantified-self or social networking?…
differences such as gender or appreciated forms of feedback, may mediate the relation-
ship between goal-setting and perception and adoption of the classes of motivational
design. The study of these variables may allow for the uncovering of more complex
relationships between goal-setting and motivational design classes, or may provide
further explanation or qualifications for the relationships uncovered by this study.
Such detailed research is expected to lead to the development of fine grained design
guidelines that guide designers as to the development of motivational services that
provide a fit between characteristics of user goals and motivational features.
Future research could also investigate whether the relationship between goal-setting
and perception of motivational design is moderated by factors related to individual
characteristics and personality types outside of goal orientation. For instance, as moti-
vational technology is strongly related to gamefulness (Deterding 2015; Hamari and
Koivisto 2015b; Huotari and Hamari 2017) and social networking (Boyd and Ellison
2007; Chen et al. 2014; Krasnova et al. 2015), aspects of users orientation towards
gameful interactions (Hamari and Tuunanen 2014; Kallio et al. 2011; Yee 2006; Yee
et al. 2012) or different attitudes towards social interaction online (Butler and Wang
2012; Chen et al. 2014; Jung et al. 2010) may have an additional impact on the per-
ceived importance or adoption of these features by users. Moreover, it should be noted
that the different goal-related variables only explained between 18.6 and 21.3% of
the variance of the importance of motivational technologies. Therefore, there remain
more aspect that explain the importance of these features to users.
5 Conclusion
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Acknowledgements This work was supported by the Finnish foundation for economic education (10-5562
and 12-6385), Hanken support foundation, the Finnish Funding Agency for Technology and Innovation
TEKES (40111/14, 40107/14 and 40009/16) and participating partners, as well as Satakunnan korkeak-
oulusäätiö and its collaborators. The authors wish to also express their gratitude to the editors and reviewers
for the fair, rigorous and meaningful review process.
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Juho Hamari is a Professor of Gamification and a leader of the Gamification Group. Dr. Hamari and the
Gamification Group operate under Tampere University of Technology, University of Turku and University
of Tampere as well as a part of The Centre of Excellence in Game Culture Studies. Dr. Hamari received his
Bachelor and Master’s degree in Information Systems Science from the University of Jyväskylä in 2008
and 2010 and his Ph.D. degree in Information Systems Science from Aalto University Business School in
2015. Dr. Hamari has authored several seminal empirical, theoretical and meta-analytical scholarly articles
on gamification, games and online economy from perspectives of consumer behaviour, human–computer
interaction, game studies and information systems science.
Lobna Hassan is an information systems researcher at Hanken school of Economics and the Gamifica-
tion Group of the University of Tampere. Prior to that she received her Bachelor and Master’s degree in
Technology-Based Management, from the German University in Cairo, with high honours. Hassan held
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various positions during her masters and Ph.D. studies including assistant lecturer. Her research interests
include gamification, motivational technology, social networking application and management of commu-
nal activities. She has published several articles in the fields of e-participation and gamification.
Antonio Dias received his master’s degree in 2017 from the department of Information and Service Econ-
omy of Aalto University Business School. His thesis work focused on gamification in health apps.
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683581
research-article2016
SAGXXX10.1177/1046878116683581Simulation & GamingHassan
Article
Gamification of Civic
Engagement Platforms
Lobna Hassan1
Abstract
Background. Gamification is concerned with the utilization of motivational
affordances that create value-adding experience in the design of services.
It has many applications in different fields and has been shown to be a good
design methodology to influence motivation and behavioral change. Civic
engagement and its online platforms could benefit from gamification, as these
areas suffer from low engagement levels, thus defeating the purpose for which
they are created.
Purpose. There is a lack of understanding of how civic engagement platforms should
be gamified to sustain active engagement and assist in community building,
while also fulfilling their operational objectives. This article aims to provide a
theoretical framework and guidelines for the gamification of civic engagement
platforms.
Contribution. A theoretical framework for the gamification of civic engagement
platforms is presented, drawing upon self-determination theory and
democratic deliberation theory. Through this work, we also identify future
research directions and highlight the need for research on related subjects.
Keywords
civic engagement, civic participation, gamification, motivation
Corresponding Author:
Lobna Hassan, Department of Management & Organization, Information Systems Sciences, Hanken
School of Economics, Arkadiankatu 22, 00100, Helsinki, Finland.
Email: [email protected]
2 Simulation & Gaming
Introduction
By nature, humans are social beings (Aristotle, Politika. 328 BC/1944”). They are not
expected to exist in complete isolation of one another; and for better or worse, they
form and belong to societies and communities, be it large or small (Chen, 2016;
Rothschild, 2016; Vinciarelli, 2009), virtual or physical (Bista, Nepal, Paris, &
Colineau, 2014; Supendi & Prihatmanto, 2015; Vinciarelli et al., 2012). Governance
of these communities emerged to manage conflicting interests, to ensure efficient allo-
cation of limited resources, and to warrant the survival of the community and its indi-
viduals against external and internal threats (North, 1984; Williamson, 1996).
Democracy evolved as a popular method of governance that ensures the well-being of
communities through governance of the people, by the people and for the people
(Burns, 1997; Epstein, 2011; Rothschild, 2016). Hence, democratic governance
requires the involvement of those being governed in decision-making and community
planning, regardless of the size and nature of the community being governed
(Abdelghaffar & Sameer, 2013; Epstein, 2011; Fung & Wright, 2001; Rothschild,
2016; Sánchez-Nielsen & Lee, 2013; Supendi & Prihatmanto, 2015). Accordingly, one
of the internal threats to democracy – as a form of human organization - is the lack of
civic engagement.
Civic engagement is the active participation of citizens in the shaping of the life of
their communities towards what the citizens perceive to be a better situation (Adler &
Goggin, 2005; Rothschild, 2016). It is believed to improve community planning,
reduce governance costs, and to increase the trust and perceived legitimacy of govern-
ments (Coronado Escobar & Vasquez Urriago, 2014; Macintosh, 2004). However,
civic engagement is a practice that communities, non-governmental organizations and
governments globally attempt to foster, but with inconsistent results (Alharbi, Kang,
& Hawryszkiewycz, 2016; Bista et al., 2014; Cernuzzi & Pane, 2014; Coronado &
Urriago, 2014; Dargan & Evequoz, 2015; Eränpalo, 2014; Jin, Zhou, Lee, & Cheung,
2013; Mendonca & Alawadhi, 2015; Rothschild, 2016; Supendi & Prihatmanto, 2015).
Many modern technologies offer a wide variety of methods to facilitate general com-
munity building and civic engagement (Coronado Escobar & Vasquez Urriago, 2014;
Lee & Kim, 2014), These technologies so far include (but are not limited to) forums
and chat rooms (Komito, 2005; Lee & Kim, 2014; Phang & Kankanhalli, 2008), social
networking technologies (Abdelghaffar & Sameer, 2013; Sameer & Abdelghaffar,
2015), and games (Bista et al., 2014; Kahne, Middaugh, & Evans, 2009; Mayer, 2009).
The administrative purposes behind the development of civic engagement plat-
forms and the introduction of new technologies to enable two-way government-citizen
communication vary (Abdelghaffar & Sameer, 2013; Gordon, Walter, & Suarez, 2014;
Phang & Kankanhalli, 2008; Macintosh, 2004), but active participation (engagement)
on civic engagement platforms is essential for the platforms to reach their operational
and societal objectives (Coronado Escobar & Vasquez Urriago, 2014; Jin et al., 2013;
Lee & Kim, 2014; Macintosh, 2004; Rothschild, 2016; Sánchez-Nielsen & Lee, 2013).
Unfortunately, it is frequently reported that governments worldwide are struggling to
maintain communities that are willing to actively engage with online civic
Hassan 3
participation channels (Alharbi et al., 2016; Bista et al., 2014; Cernuzzi & Pane, 2014;
Coronado Escobar & Vasquez Urriago, 2014; Dargan & Evequoz, 2015; Eränpalo,
2014; Jin et al., 2013; Mendonca & Alawadhi, 2015). This is thought to be due to the
difficulty of meeting the users’ needs for enjoyment when they use an IT-based arti-
fact, and also the government’s need to introduce serious administrative applications
(Dargan & Evequoz, 2015). Researchers have accordingly examined many variables
that influence active civic engagement, including demographics and psychological
factors. Only a few have investigated the role that technological design methodologies
play in influencing participation and civic engagement (Alharbi et al., 2016; Lee &
Kim, 2014), but it is thought that many of the newly available technologies and design
methodologies could be used to increase active engagement in community building
and civic participation on online civic platforms (Abdelghaffar & Sameer, 2013;
Gordon et al., 2014; Komito, 2005; Mayer, 2009; Phang & Kankanhalli, 2008;
Rothschild, 2016; Sánchez-Nielsen & Lee, 2013).
One such promise is provided by Gamification (Asquer, 2014; Bista et al., 2014;
Coronado Escobar & Vasquez Urriago, 2014; Gordon et al., 2014; Landers, 2014;
Nelson, 2012; Raphael, Bachen, Lynn, Baldwin-Philippi, & McKee, 2010; Stewart
et al., 2013), however, there is very little research on how gamification can influence
and sustain community building and civic engagement. Moreover, there is a lack of
theoretical or practical frameworks as guidelines for the gamification of civic engage-
ment platforms.
The gamification of civic engagement platforms should not be done randomly and
requires special attention. As a design practice, gamification should be done thought-
fully to ensure that it leads to sustainable long-term results (Bartle, 1996; Coronado &
Urriago, 2014; Deterding, 2012; Hamari, Koivisto, & Sarsa, 2014; Landers, 2014;
Nicholson, 2015; Rigby, 2015; Zuckerman & Gal-Oz, 2014). Additionally, civic
engagement platforms are governed by the rules of democratic deliberation as vital
requirements to be fulfilled, in order for effective civic engagement to take place
(Burkhalter, Gastil, & Kelshaw, 2002; Macintosh, 2004; Perote-Peña & Piggins, 2015;
Phang & Kankanhalli, 2008; Sameer & Abdelghaffar, 2015). This duality complicates
gamification design for civic engagement. It is therefore important to ensure that any
gamification of civic engagement platforms is done meaningfully, and that democratic
deliberations are functionally facilitated.
The aim of this article is to introduce a framework for community building and the
gamification of civic engagement platforms. The article aims to provide guidelines as
to how engagement and participation on civic engagement platforms platforms could
be influenced, whilst still fulfilling their functional objectives. Specifically, this aim
looks to answer the following question: “How can gamification influence engagement
on civic engagement platforms?”
Firstly, this article provides an introduction to gamification, self-determination
theory and the work of motivational researchers on the influences of behavior (engage-
ment). It then offers an introduction to civic engagement, a brief presentation of the
practical efforts that have been made to introduce gaming-based design to civic
engagement, and why these efforts present a need for the development of the
4 Simulation & Gaming
Gamification
Defining Gamification
Gamification is a popular method for influencing motivation and engagement (Broer
& Poeppelbuss, 2013; Deterding, 2012; Deterding, Dixon, Khaled, & Nacke, 2011;
Hamari, 2013; Hamari et al., 2014; Landers, 2014; Nicholson, 2015; Rigby, 2015;
Zuckerman & Gal-Oz, 2014). It is perceived as the use of elements taken from video
games in the design of non-gaming platforms, in order to increase user engagement
and to enhance the user experience (Deterding et al., 2011). Gamification has also
been conceptualized as a process of enhancing users’ value creation through the
employment of affordances for a gameful experience (Huotari & Hamari, 2016). The
definition of gamification proposed by Deterding et al. (2011) emphasizes the core
role of game elements as the design–base of gamification however, there is no agree-
ment in the literature on a defined set of game elements to be used in gamification.
Deterding et al. (2011) themselves raised the same concern when defining gamifica-
tion, suggesting limiting gamification to the use of “characteristic game elements”,
while at the same time acknowledging that the word “characteristic” is hard to define.
Many characteristic game elements such as those presented in Table 1 have been
widely adopted in the fields of communication (Farzan et al., 2008; Jung, Schneider,
& Valacich, 2010), education (Hamari et al., 2016; Landers, 2014; Landers & Callan,
2011), and health management (Hamari & Koivisto, 2015; Jones, Madden, &
Wengreen, 2014) amongst others as motivational affordances to improve user engage-
ment and enjoyment.
The superficial introduction of these game elements to system design has been
criticized as merely providing an artificial add-on layer that is not always able to mate-
rialize hypothesized benefits of gamification such as user enjoyment, increased
engagement and user retention (Bogost, 2015; Deterding, 2012; Hamari, 2013; Huotari
& Hamari, 2016; Landers, 2014; Nicholson, 2012, 2015). It appears that using charac-
teristic game elements in the design of gamified applications is not enough to reach
successful gamification. For gamification to have a lasting effect on user behavior,
motivation and value creation, it has to primarily engage the user in a meaningful
gameful experience that the user perceives as value creating. For these reasons, in this
study we adopt the definition of gamification offered by Huotari and Hamari (2016)
since it emphasizes gamification as a process that provides a gameful experience
Hassan 5
have been introduced as the collective occurrence of a certain set of conditions (see
Juul, 2010), which are required to occur for a game to be considered as a game. A seri-
ous game is thus a system for non-entertainment purposes, where all the criteria of
full-fledged games are fulfilled (Deterding et al., 2011; Landers, 2014).
As previously discussed, gamification does not necessarily fulfill all the criteria of
full-fledged games, but rather it adopts game thinking in the development of serious
applications (Broer & Poeppelbuss, 2013; Deterding, 2012; Huotari & Hamari, 2016).
As this article is concerned with gamification, an examination of the psychological
variables that lead to the manifestation of engagement as illustrated by the process of
gamification (Figure 1) is needed.
Civic Engagement
Understanding Civic Engagement
The practice of introducing Information and Communication Technologies (ICTs) to
civic life can be observed in most forms of governance that intend to improve democ-
racy, and enhance its perceived legitimacy and improve the outcomes of its decision
making (Alharbi et al., 2016; Coronado Escobar & Vasquez Urriago, 2014; Macintosh,
2004; Phang & Kankanhalli, 2008; Rothschild, 2016; Sameer & Abdelghaffar, 2015;
Sanchez-Nielsen & Lee, 2013; Swezey et al. 2012; Supendi & Prihatmanto, 2015;
Sánchez-Nielsen & Lee, 2013). Online and offline civic engagement platforms pro-
vide citizens with tools for interaction and collaboration amongst themselves, through
which they are able to positively impact their community and its governance
(Abdelghaffar & Sameer, 2013; Adler & Goggin, 2005; Lee & Kim, 2014; Sánchez-
Nielsen & Lee, 2013; Sano et al., 2012; Swezey et al., 2012). The reasons online
technologies were introduced to civic life were to keep up to speed with modern soci-
eties, and to increase the efficiency and speed of civic activities (Gordon et al., 2014;
Macintosh, 2004; Phang & Kankanhalli, 2008; Sánchez-Nielsen & Lee, 2013; Supendi
& Prihatmanto, 2015). Online tools further offer the advantage of transcending the
physical limitations of classical means of civic engagement, thus reducing the costs of
civic engagement initiatives, and extending governance inclusion to more people
(Gordon et al., 2014; Phang & Kankanhalli, 2008; Sánchez-Nielsen & Lee, 2013).
Hassan 9
However, fully-fledged games are not suitable for all contexts, and the turning of a
civic participation platform or an e-government service into a serious game is subject
to ethical debate, as not all such services can or should be gamified (Asquer, 2014;
Bista et al., 2014; Nelson, 2012). Thus, practitioners should carefully identify services
that could benefit from serious game design and those that would best benefit from
gamification, and those that may be better off left as they are.
Influencing motivation and engagement are not the main objectives of serious
games, however their goals are focused on the context they are used in; i.e. improving
learning, increasing productivity, developing certain civic skills. On the other hand,
the main goal of gamification is argued to be to increase motivation and engagement
with a target behavior, e.g. learner engagement, worker motivation, civic engagement,
etc. (Landers, 2014). Since the focus of civic engagement platforms is by definition on
engagement, and the focus of this article is on developing a framework for influencing
motivation and engagement on these platforms, we reemphasize the focus of this arti-
cle on the gamification of civic engagement platforms and not serious games. Relatedly,
we believe that serious games (in the context of civic engagement) have been studied
relatively more than the gamification of such services, even though the later topic may
be more suited to some services than serious games, and is therefore worthy of further
attention.
for gamification success, and that not all services are equally suited to gamification.
Thus, the effectiveness of the adopted motivational affordances depends on their
application context, the purpose for which they are introduced, and their usage sce-
narios (Hamari, 2013; Zuckerman & Gal-Oz, 2014).
Several researchers believe that gamification in the context of civic engagement is
a possible means to positively influence active participation on online civic platforms,
enables the achievement of their functional objectives, and eliminates some of the
discussed problems of ICT use in civic engagement (Asquer, 2014; Bista et al., 2014;
Coronado Escobar & Vasquez Urriago, 2014; Deterding et al., 2011; Nelson, 2012).
Asquer (2014) suggests that civic gamification designers should focus on understand-
ing and influencing the psychology (intrinsic motivation) of the users, for gamification
efforts to provide value. Unfortunately, gamification is still a relatively emergent area
of scientific enquiry, and consequently there is a lack of understanding of how such
goals could be materialized.
Deliberation Theory
One of the core theories of civic engagement is that of democratic deliberations, or
deliberation theory in short. It posits that democratic, societal discussions of political
matters are the preferred method to create informed individuals who actively partici-
pate in governance and political activism (Abdelghaffar & Sameer, 2013; Eränpalo,
2014; Fung & Wright, 2001; Min, 2007; Perote-Peña & Piggins, 2015; Sameer &
Abdelghaffar, 2015; Schlosberg, Zavestoski, & Shulman, 2009). Deliberations are thus
a crucial requirement for any civic engagement platform, without which it cannot be
expected to achieve its core functional objectives or any of the positive outcomes for
which civic engagement platforms are designed (Gordon et al., 2014; Sameer &
Abdelghaffar, 2015; Sánchez-Nielsen & Lee, 2013; Swezey et al., 2012).
There are different deliberation models that illustrate how online deliberations
should take place (see Burkhalter et al., 2002 and Perote-Peña & Piggins, 2015 for a
review of these models), and also frameworks and studies that operationalize these
models (see Macintosh, 2004 and Phang & Kankanhalli, 2008 for applications). It is
therefore difficult to adopt any single deliberation model as a general guideline for civic
engagement platform design (Abdelghaffar & Sameer, 2013; Perote-Peña & Piggins,
2015). However, the core features of these models are that citizens should be given
enough information about the civic matters presented on the platform (information pro-
vision), they should be encouraged to interact with each other and to express their
opinions whenever possible (interactivity), and the participants should reflect on their
experience, learn from it and provide their final opinions either through means of a vote
or other appropriate mechanism (reflection) (Burkhalter et al., 2002; Eränpalo, 2014;
Min, 2007; Perote-Peña & Piggins, 2015; Sameer & Abdelghaffar, 2015; Swezey et al.,
2012). A summary of these deliberation perquisites is presented in Figure (3).
These three core perquisites of deliberation are also important for gamification
design, but for different objectives. In gamification it is important to communicate to
players/users why gamification is being used, and why there is a need for sustaining
12 Simulation & Gaming
for users to actively use civic engagement platforms. Gamification through these moti-
vational affordances could also be used to fuel intrinsic motivation and provide intrinsi-
cally rewarding gamification. Each of these gamification paths is important in the
context of civic engagement, depending on the goal of gamification and the time frame
in which results should be observed. Thus both paths should be given consideration.
The desired behavior (which in this case is civic engagement) should also be facili-
tated through deliberations. As previously discussed, there are many models and
guidelines on how deliberations should be conducted. In this framework, we adopt the
three most agreed upon guidelines for successful deliberations, in order to develop a
framework that can be adapted to as many civic engagement contexts as possible.
Researchers and practitioners should be able to expand upon these guidelines as
needed, so as to suite the context in which they wish to operate. This importance of
contextualization is emphasized by the allowance for the inclusion of “other perqui-
sites” in the proposed framework (Figure 4).
We believe that gamification (as an influencer of motivation and engagement, and
in combination with the facilitation of deliberations) would fulfill the functional
requirements of civic engagement platforms, and so offer a remedy to the challenge of
low levels of civic participation, and assist in community building. The achievement
of such goals would allow governments to reap more benefit from their investments in
civic engagement platforms, to increase the involvement of citizens in the governance
14 Simulation & Gaming
Conclusion
A variety of public services and applications can be enhanced through gamification
(Asquer, 2014; Bista et al., 2014; Coronado Escobar & Vasquez Urriago, 2014; Gordon
et al., 2014; Nelson, 2012; Raphael et al., 2010; Stewart et al., 2013). Motivational affor-
dances can be used to provide either reward-based gamification or intrinsically reward-
ing gamification, depending on the aims from the introduction of the motivational
affordance, and the context and methodology of their use (Asquer, 2014; Nicholson,
2012). However, it is unclear if and which motivational affordances can support civic
engagement, or how they can facilitate information provision, interactivity and reflec-
tion as core facets of civic engagement. It is also unclear how the mere existence of
motivational affordances in a civic engagement service would affect deliberations.
This lack of understanding of gamification in the context of civic engagement and
community building emphasizes the importance of the framework contributed by this
article. As such, the framework serves as an initial guideline as to how gamification and
deliberations may be brought about in the context of civic engagement. In its discus-
sions, the article identifies several research gaps and directions that researchers
Hassan 15
interested in gamification and civic engagement can address. However, it is clear that
there is a need for more first hand data that evaluates gamification of civic engagement
services, so that the behavioral outcomes of gamification may be better evaluated. There
are far more governmental gamification initiatives than have been identified in this par-
ticular study, however these are not easily identifiable, and are seldom empirically evalu-
ated and reported. As such, it is difficult to draw lessons from them. This calls for further
examination of the online services provided by governments, in order to determine if
gamification approaches have been utilized there, and what the effects they have.
The gamification of e-government services including civic engagement and com-
munity building platforms should be studied, keeping in mind that not all services can
or should be gamified (Asquer, 2014; Bista et al., 2014; Nelson, 2012). The interme-
diating role of political will and other political variables should be considered in the
gamification of civic engagement services, as they are assumed to have an impact on
levels of engagement on online governmental services (Sameer & Abdelghaffar, 2015)
and potentially their success and adoption.
Acknowledgements
The author would like to thank the editors and reviewers of Simulation & Gaming for their valu-
able comments that have significantly contributed to the improvement of this work. Special
thanks are also due (in alphabetical order) to Bo-Christer Björk, Juho Hamari, J. Tuomas
Harviainen, Päivi Huttuka, Mikael Laakso, and Lena Jungall for their feedback on this work
during its compilation.
Funding
The author disclosed receipt of the following financial support for the research, authorship, and/
or publication of this article: This article was supported through a personal grant to the author
from Hanken Support Foundation.
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Author Biography
Lobna Hassan is a doctoral candidate at Hanken school of Economics, conducting experimen-
tal research on gamification design and its impact. Her interests also extend to social networking
applications, motivational design, and two-way government-citizens communications.
Contact: [email protected], lobnahassan.com
First-hand experience of why gamification projects fail
and what could be done about it
Lobna Hassan
Information Systems Sciences, Hanken School of Economics, Finland.
Gamification Group, University of Tampere, Finland.
[email protected]
Benedikt Morschheuser
Gamification Group, Tampere University of Technology, Finland.
[email protected]
Nader Alexan
Dreidev, Egypt.
[email protected]
Juho Hamari
Gamification Group, Tampere University of Technology, Finland.
Gamification Group, University of Turku, Finland.
Gamification Group, University of Tampere, Finland.
[email protected]
Abstract: A plethora of services, applications and scholarly research has emerged related to gamification.
Regardless of the optimistic onset of this hype around the technology trend, designing gamification has proved
to be a challenging endeavor; requiring multidisciplinary work that is often hindered by multiple theoretical
and challenges.. Problem-driven, theory-advancing approaches to gamification research could assist
a practical challenges
in the addressment of gamification design challenges and accelerate the growth of the gamification field
however not all such approaches have been equally utilized or understood. This paper presents the case of
MANGO: a project to design a gamified e-participation tool through Action Design Research (ADR). The
paper reflects on the challenges of gamification design and development and possible strategies to address
them. It additionally reflects on the ADR process; an under-utilized and hence possibly a superficially
understood approach to gamification research. The paper is hence a guide for researchers and practitioners as
to possible challenges they can face with gamification research and design and how to counteract them.
1. Introduction
During the last years, an increased interest has been observed in gamifying information systems in
attempts to positively impact engagement and motivation (Hamari, Koivisto, & Sarsa, 2014; Koivisto
& Hamari, 2017; Nicholson, 2012, 2015; Rigby, 2015). Gamification refers to designing systems,
services and processes to provide positive, engaging experiences similar to the ones games provide
(Huotari & Hamari, 2017). What a large stream of this gamification research and practice
acknowledges, however, is that gamification is challenging to design and implement (Deterding,
2012; Deterding, 2015; Hamari et al., 2014; Hassan & Nader, 2016; Koivisto & Hamari, 2017;
Morschheuser et al., 2017a; Nicholson, 2012; Rigby, 2015). Gamification design not only require
attention to the operational requirements of the gamified system, but also to the psychological needs
of its target users (Burke, 2014; Morschheuser et al., 2017a; Nicholson, 2012, 2015) and the
The case study of MANGO, reported on in this paper focused on contextualized gamification
design and development in the area of e-participation through Action Design Research (ADR); a
problem-drive, theory-advancing research approach. MANGO involved research work with various
participants with different roles (civil servants, citizens, designers, etc.). It aimed to advance our
theoretical and practical understanding of the gamification of e-participation and to answer: how to
design and develop gamified e-participation? While MANGO contributed a gamification design
based on the theoretical framework for the gamification of e-participation by Hassan (2017) and has
additionally, theoretically extended previous research on the gamification of e-participation, the
empirical research did not fully go as planned and the project was terminated before practical
implementation. Hence, the main goal of the present paper is to examine why gamification projects
fail and what could be done about it? The paper contributes lessons learned and suggested strategies
to mitigate the possible failure of practical gamification projects based on examining the case of
MANGO. The paper additionally demonstrates the possible value of problem-driven, theory-
advancing approaches such as through ADR that could ensure a contribution for gamification projects
at least on one end: theoretical or practical if not on both. Overall, the paper aims to provide a guide
for future gamification projects and research towards increased chances at success.
Project MANGO was to involve the research, design and development of an IT-artefact for gamified
e-participation to answer how to design and develop gamified e-participation? It hence had a dual
theoretical and practical focus and involved contextualization, iterative and participatory work.
Action Research (AR) is a problem-driven, theory advancing, iterative research approach that allows
work in context with multi-actors on the development of theory, and practical guidelines (Baskerville
& Myers, 2004; Blum, 1955; Brydon-Miller, Greenwood, & Maguire, 2003; Järvinen, 2005),
However, AR employs an emergent research process that lacks guidelines for the design and
evaluation of IT-artefacts, which is a core research goal in MANGO. Design Science Research
(DSR), however, allows for the systematic and controlled design, development and evaluation of
theoretical and practical artefacts (Hevner, March, Park, & S, 2004; Iivari, 2007, 2015; March &
Smith, 1995). Nonetheless, DSR is not always able to introduce artefacts that meet their predefined
criteria of utility due to environmental factors often unaccounted for in the DSR controlled research
environment (Iivari, 2007; March & Smith, 1995; Markus, Majchrzak, & Gasser, 2002). On the other
hand, the emergent design of AR is often volatile (Järvinen, 2005). It hence appeared at the outset of
MANGO that it and possibly projects like it, need to utilize research approaches that possibly
combine the strengths of AR and DSR, while attempting to water down their shortcomings. Action
Design Research (ADR) is one such approach (Coenen, Donche, & Ballon, 2015; Iivari, 2015; Sein,
Henfredsson, Purao, Rossi, & Lindgren, 2011).
ADR emphasizes complementarity between design and theory, interaction between research
participants, contextualized design, and it provides guidelines as to navigate such a research and
ADR stage (2): emphasizes the iterative, participative and reciprocated nature of research
under ADR. This stage involved cooperative work for approximately more than eighteen months
between several stakeholders: the authors – acting as researchers, designers, and project coordinators
- a middle level manager from the cooperating unit, a developer, as well as research funders. First, 2
personas (Morschheuser et al., 2017a) and 89 user stories were developed to provide descriptions of
the two main target groups of the intervention (civil servants, and citizens) along with a description
of their expected level of technological literacy and expected user goals in order to ensure a
gamification design-user fit (Hamari, Hassan, & Dias, 2018). Furthermore, a list of technical
requirements outside gamification was developed. Iterative brainstorming and theory examination
took place and each participant had a clear role in the process dictated by their title, and expertise and
their involvement was sought accordingly. Eight prototype wireframes were developed to
communicate finalized designs the developer and the stage ended with the settlement of a Minimum
Viable Product (MVP); an artefact with working core features that is ready for evaluation in its
intended use context. The outcome intervention also included plans for training sessions and publicity
campaigns.
ADR stage (3): This stage is rather a longitudinal one, running in parallel to most of the other
stages. Researchers are advised to actively reflect on the research process and to document learnings
as they might contain valuable research and design insight (Sein et al., 2011). Research logs, emails,
informal notes, and archives of designs and meetings minutes were maintained throughout all stages
of this research for these purposes and were actively reflected on to discern changes that occurred to
the IT-artefact and the overall intervention. These documentations were of course beneficial to study
the design and development process and discern where challenges occurred as communicated in this
paper.
ADR stage (4): The final stage (4) is intended to formalize and communicate generalizable learning
through reflecting on the research problems and their addressment. Examining the actual impact of
MANGO was not possible as the project was terminated, and the developed MVP was never
evaluated, yet during the process, MANGO and its theory-driven focus contributed 2 peer-reviewed
publications (Hassan 2017) and this present paper. Additionally, MANGO contributed a Minimum
Viable Product based on a completed design both of which could be implemented in other contexts
with a few modifications. The lessons in this paper from the design and development process guided
by the ADR approach are valuable as this is one of the few gamification research approaches utilizing
ADR additionally this is one of the few gamification papers that reflect on failure and how it can be
mitigated.
The emergent design process of ADR was valuable in that its iterations allowed for the evolution of
the gamification design through increments, allowing for quick inexpensive design changes. For
example, the initially competitive gamification design that was though appropriate for the artefact
was changed to a mix competitive-cooperative design after discussions of personas. Similarly, a mix
solitary/multiplayer gameplay was adopted instead of only solitary to widen the appeal of the artefact
to users with different preferences. Such changes to the design may not have been as quick through
a controlled design process. A summary of these design decisions and later changes is in Table 1. On
the other hand, this emergent process led to the introduction of gamification elements or the lack of
elements that were later deemed unneeded or needed, thus lengthening development time.
Adversely, the general lack of controlled lab testing of artefacts, increases the likelihood that
they enter operation without intensive evaluation, failing to meet real expectations. This risk was
addressed in MANGO, although perhaps not effectively enough, through iterations of Proofs of
Concepts during which the IT-artefact was evaluated by the participants however it was not possible
within the time and budget allocated to MANGO to carryout user evaluations of the artefact as
recommended by user-centric approaches to gamification design (Deterding, 2015; Morschheuser et
al., 2017a; Nicholson, 2012, 2015). The iterative and user-centric nature of gamification design,
appear to lengthen projects and place needs for multidisciplinarity and resources that should be
accounted for from the initial planning phases of a gamification project.
Conflicts occasionally rose due to differences between participants’ backgrounds, goals, and
understanding of gamification. For example, there was a common perception that gamification would
merely entail the addition of elements such as badges and points to an application, while, another
understanding of gamification is that it is a holistic design process that involve the consideration of
how all elements in a system could add to an overall game-like, enjoyable experience Various studies
exist on the effectivity or infectivity of these approaches to gamification with merits and criticism
attached to each, however, having different intentions for design creates discrepancies between the
individuals involved in it, leading to misallocation of time and resources during the design iterations.
It is hence important to agree at the start of a project on what gamification is to all the parties involved.
Additionally, documentations and having a coordinator between the research participants assists in
resolving conflicts and ensuring valuable involvement of all participants when needed.
Play- Solitary Number of users is small to facilitate multiplayer. Multiplayer Options are available if players wish to play in groups.
journey
Game-play Competitive A popular design able to drive activity Collaboration Next to competition to widens play appeal to various player types
Storyline Superhero Civil servants as Heroes on a mission to improve their No theme Design difficulties and fears that the target audience may perceive the
theme country. Citizen as Side-kicks who assist the Heroes. theme too playfully rather than serious lead to abandoning themes.
Ranks Titles To communicate a hierarchy, progress, and mastery Numerical levels Easier to implement since the theme was abandoned
Missions Weekly To provide a purpose and reignite engagement Monthly added Monthly missions for civil servants as their tasks requires more time
Leader- Weekly To showcase mastery, provide purpose and fuel Monthly added Monthly leaderboards for civil servants as their tasks requires time
boards competition Intra and across groups leaderboards to encourage collaboration.
Badges Systematic Awarded upon milestones to show mastery & purpose Purchasable Points as a currency to purchase badges and provide autonomy
Avatars Creatable To increase autonomy, and identification with artefact Provided list Programing difficulties led to the adoption of an easier to implement.
Rewards Available Conversion of earned points to redeemable Mobile Not implemented Abandoned due to the unsustainable nature, notice boards for
minutes “employee of the month” was suggested instead.
Commenting To facilitate interactivity and reflections Forums Allows for a more lengthy and structured deliberations and reflections
Sharing To market the artifact to non-users Internal sharing Options added to facilitate share of posts on the artefact
While MANGO intentionally adopted a minimalistic layout for the gamified IT-artefact as
the future users of the IT-artefact were thought to possess limited computer literacy skills, aesthetics
do play an integral role in the perception and acceptance of gamified application. Figure 2 presents a
sample wireframe of the artefact and how it was minimally implemented as part of the developed
Minimum Viable Product. As the IT-artefact neared completion, the IT-artefact was, however,
perceived as, too minimalistic, and unengaging. Simple aesthetics such as colors and musical chimes
could add to the perceived gamefulness of an IT-artefact without demanding higher use skills and are
sometimes of intuitive importance to experiencing gamefulness.
A dominant way of coming up with best practices and frameworks is through examining successful
projects and lessons learned from them. However, equally can be learned from unsuccessful
endeavors as they shed the light on what can fail and what should be avoided and how. This should
be an especially pertinent learning approach in the realm of gamification where it is projected that
most gamification projects will fail. While this research work has struggled, it benefited from utilizing
a problem-driven, theory-advancing approach to research that allowed it to contribute an
operationalizable design and design reasonings as to the selection of gamification elements in the
design of a gamified artefact. The research additionally offers learnings on practical ADR work and
gamification design for e-participation which respectively are relatively unexplored method and
gamification design area. The afore discussed observations and learnings were actively presented and
discussed in academic seminars and conferences and provide techniques as to the operationalization
of the ADR principles and the possible positive and negative outcomes at each ADR stage and how
they can be reached or mitigated. This operationalization may facilitate the implementation of further
theory-drive, problem-oriented gamification research by providing one understanding of its
implementation, implications and benefits. Utilizing these learnings in future projects might increase
their chances at success. Future research is recommended to continue exploring the utilization of
ADR in various research fields to further provide guidelines to ensure its successful utilization,
Researchers are also encouraged to evaluation the gamified e-participation design contributed by
MANGO and to develop it further as such evaluations were not possible yet.
Acknowledgments
This work was supported by the Finnish foundation for economic education (grants number 10-5562
and 12-6385).
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A R T I C L E I N F O A B S T R A C T
Keywords: Context: Since its inception around 2010, gamification has become one of the top technology and software
Gamification trends. However, gamification has also been regarded as one of the most challenging areas of software en-
Software engineering gineering. Beyond traditional software design requirements, designing gamification requires the command of
Design science research disciplines such as (motivational/behavioral) psychology, game design, and narratology, making the develop-
Persuasive technology
ment of gamified software a challenge for traditional software developers. Gamification software inhabits a
Gameful design
Playfulness
finely tuned niche of software engineering that seeks for both high functionality and engagement; beyond
Game design technical flawlessness, gamification has to motivate and affect users. Consequently, it has also been projected
that most gamified software is doomed to fail.
Objective: This paper seeks to advance the understanding of designing gamification and to provide a compre-
hensive method for developing gamified software.
Method: We approach the research problem via a design science research approach; firstly, by synthesizing the
current body of literature on gamification design methods and by interviewing 25 gamification experts, pro-
ducing a comprehensive list of design principles for developing gamified software. Secondly, and more im-
portantly, we develop a detailed method for engineering of gamified software based on the gathered knowledge
and design principles. Finally, we conduct an evaluation of the artifacts via interviews of ten gamification ex-
perts and implementation of the engineering method in a gamification project.
Results: As results of the study, we present the method and key design principles for engineering gamified
software. Based on the empirical and expert evaluation, the developed method was deemed as comprehensive,
implementable, complete, and useful. We deliver a comprehensive overview of gamification guidelines and shed
novel insights into the nature of gamification development and design discourse.
Conclusion: This paper takes first steps towards a comprehensive method for gamified software engineering.
*
Corresponding author at: Institute of Information Systems and Marketing, Karlsruhe Institute of Technology, Germany
E-mail addresses: [email protected], [email protected] (B. Morschheuser), Lobna.hassan@hanken.fi (L. Hassan),
[email protected] (K. Werder), juho.hamari@tut.fi (J. Hamari).
http://dx.doi.org/10.1016/j.infsof.2017.10.015
Received 14 April 2017; Received in revised form 20 October 2017; Accepted 24 October 2017
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of game mechanics (such as points, badges, and leaderboards) to pre- Taking the example of enterprise systems, game design elements
existing software [2,3,17]. Designers engaging in these practices pay including ranking lists, points, badges, leaderboards, challenges, and
perhaps too little attention to the underlying psychological dynamics progress evaluations have been introduced to various forms of intranet
that primarily make games and gamification engaging to users [16,21] systems and enterprise social software with the intention to increase
thus risking the success of the software they develop. knowledge sharing, usage of these systems and productivity within
Gamification is difficult to design for a variety of reasons, the most organizations [12–14]. Similar game design elements were introduced
prominent of which is that: 1) the inspirational source of gamification in educational environments and systems [5–8] to increase the moti-
design; games, are complex, multifaceted, and therefore, difficult to vation of learners and their learning performance or in fitness software,
generally design and let alone transfer to other environments [1,21,22]; to support people doing exercise [9,11]. Various studies report positive
2) the goal of gamification is to affect behavior and not only to en- psychological and behavioral outcomes of using gamification, for in-
tertain – as it is primarily the intention of games [1,2]. Thus, designing stances on motivation, social interaction and performance
gamified software should not be equaled with developing games. [2–5–8,9,17].
Otherwise, transferring game design features to the engineering of With the aim to identify the game features designers might employ
serious software may lead to the design of software that provides a level when engineering gamified software, several studies produced lists of
of entertainment, but might not lead to a behavioral change as is in- the most commonly used game elements in gamification of software
tended from gamification; 3) the serious context in which gamification (see [2,3,17] for overviews). All of these reviews revealed a recurring
is applied provides requirements, which may limit the design space use of the same game elements, such as points, badges, and leader-
drastically compared to games [22,23] and thus adds another level of boards. However, by drawing on these typical elements many gamifi-
complexity; 4) to affect behavioral change, gamification involves mo- cation projects fail to invoke gaming-characteristic hedonic experiences
tivational information system engineering [1,4] which entails the un- [16,22,35], since the gameful experience in games emerge from not
derstanding of a host of (motivational) psychology and requires ap- only singular game elements, but rather from the dynamics that the
propriate competencies in the development team. These four design more holistic assemblage of game features gives rise to [1,36]. Com-
challenges collectively along with many others add layers of software prehensive challenges in the design process, little research on methods
engineering complexities into the scope of gamification design. for designing gamified software and missing guidelines as for how to
These engineering challenges along with the relative novelty of the ensure the behavioral impact of the gamification design may be reasons
research field and the reported lack of understanding as to how to that discourage designers from using the full potential of games and
successfully gamify software as discussed, inhibit organizations from thus failing to successfully engineer gamified software [22]. Conse-
designing and adopting effective gamified software. Thus far, only a quently, further research is needed to address the key challenges of
few sources exist that provides methodological insights into how to designing gamified software and to provide guidance for the im-
gamify (e.g. [22,24–26]) or practical guidance on designing gamifica- plementation of gamification projects.
tion (e.g. [23,27–30]). However, most of these frameworks have been
developed in a vacuum, and, very few of them pay comprehensive at- 2.2. Challenges of designing gamified software
tention to the previously outlined challenges of engineering gamifica-
tion as is detailed in coming sections of this study. In this sense, the Game engineering is a complex process that involves multi-
frameworks do not draw on each other but rather inhabit separate disciplinary work across psychology, design, programming to name
areas. As the theoretical and practical field of gamification continues to only a few disciplines, thus making games multifaceted artifacts that
grow, there is a constant need to develop gamification engineering are not only hard to define and understand [1,21,22], but additionally
methods that comprehensively tackle gamification challenges as they hard to successfully design [37]. We have begun to understand that the
grow. stimulation of human needs [1,21] the application of goals, rule sys-
Therefore, in this paper, we seek to advance the understanding of tems and challenges [14,22,38] are key characteristics of games and
the best practices related to the engineering of gamified software. We probably responsible for their rich motivational experiences. However,
approach the research problem via a design science research approach since successful game approaches commonly employ manifold game
[31,32]; firstly, by synthesizing the current body of literature on ga- designs [17,38], by utilizing many of these components, it is mostly
mification design methods and by interviewing 25 gamification experts difficult to unambiguously relate psychological outcomes to specific
thereby producing a comprehensive list of design principles for devel- game features. The interplay of such design features and psychological
oping gamified software. Secondly, and more importantly, we develop a processes characterize games [1,21], but is also responsible for their
detailed method for engineering of gamified software, based on the complexity. Engineering of gamification aims to invoke similar enga-
gathered knowledge and design principles. Finally, we conduct an ging experiences as games to motivate users towards specific behavior
evaluation of the artifacts via interviews of 10 gamification experts and through the employment of design features from games to other en-
via implementation of the engineering method in a gamification pro- vironments [1,2,21,22], it thus inherits the same design complexity of
ject. games.
Adding to this complexity, the goal of gamifying a software is to
2. Background affect behavior and not only entertainment as is the primary goal of
games [1,4]. For example, if we consider gamified enterprise systems
2.1. Gamification [12,13,39], we see that these systems have been enriched with gami-
fication in order to make the use of such utilitarian software hedonic
Gamification refers to the enrichment of software with design fea- and more enjoyable. However, this is one side of the coin. Typically,
tures known from games in order to invoke similarly engaging experi- designers that implement gamification want to achieve a more frequent
ences as games do [1,22,33]. The software we use in our lives are de- utilization of a system thus ensuring better facilitation of the underlying
veloped for many purposes, the most dominantly either to be utilitarian workflows [2,17]. A gamified software thus has the double require-
or hedonic [34]. Recently, however, utilitarianism and hedonism have ments of being 1.) operationally well designed to function as intended,
increasingly become interwoven in modern software, as users increas- 2.) facilitate engagement with the software so as to ensure manifesta-
ingly expect that software is not only useful but is also enjoyable to use tion of appreciated behaviors and behavioral change.
[2,4,33]. Therefore, designers increasingly apply gamification in soft- Games typically achieve engagement by providing challenges mat-
ware development projects; turning to games for inspiration on how to ched to players’ skill level to provide opportunities for the experience of
enrich utilitarian software with hedonic elements. feelings, such as achievement or mastery that keep players engaged
B. Morschheuser et al. ,QIRUPDWLRQDQG6RIWZDUH7HFKQRORJ\²
with the game for longitudinal periods of time [1,21,40]. The difficulty developed and evaluated two artifacts that build on each other. The
of the challenges may occasionally vary towards easier ones in order to first artifact is a list of design principles for engineering gamified software.
ensure a continuous challenging and a diverse experience that keeps Design principles, according to Gregor and Jones [43], provide high-
players in a “flow” state: an optimal experience in which the individual level design guidance. In a similar vein, Zhang suggests that design
is fully immersed in the task they are performing that they are not principles “remind designers of what issues may exist and why” [44].
aware of other externalities [40,41]. Gamification attempts to mimic However, since design principles still provide no answer to the question
these experiences by employing challenges that are matched in design of how to design something [44], we developed a second artifact that
and presentation to game challenges [1,40]. However, the context in incorporates the first; a method for engineering gamified software that
which gamification is applied adds complexity on the design of enga- provides comprehensive guidance to the process of how gamified
ging challenges, as the context provides operational requirements that software could be designed developed.
limit the unlimited design space that typically games have. Gamifica- To develop such a method to the engineering of gamified software,
tion designers should thus be aware that the gamified software should we employed method engineering within our DSR approach. In
meet these operational requirements for the software to have opera- Information Systems (IS) research the method engineering methodology,
tional value to necessitate engagement with it, as is the aim of applying which is defined as “the engineering discipline to design, construct and
gamification. adapt methods, techniques and tools for the development of informa-
The prevailing opinion is that games invoke motivation and influ- tion systems” [45], has been established for developing methods in
ence behavior because they satisfy user's intrinsic needs, such as the software engineering [46–48,49]. A common practice in method en-
needs for relatedness, mastery, or autonomy [1,16,21,33]. The fulfill- gineering is the assembly of situational methods for specific engineering
ment of basic human needs has been highlighted as a key justification projects based on fragments, synthesized from existing method
for the psychological and behavioral outcomes of games in many stu- knowledge [45,46,50,51]. Gamification provides a concrete software
dies [1,14,16,21,42]. However, designing software that satisfies spe- engineering scenario that requires situational adaptations of a standard
cific human needs is complex. Designers need to be aware of motiva- approach unique to every software project. As discussed above, gami-
tional psychology and motivational design. This adds another layer to fied software is not limited to operational requirements, but requires an
the complexity of designing gamified software. in-depth understanding of human psychology. Gamification relies on
games and game design in its engineering methods in order to affect
3. Artifacts development user behavior. Hence, a general understanding of the gamification
process as an extension of established engineering approaches is im-
As discussed in the previous sections, engineering of gamified perative to the development of functional and successful gamified
software is challenging, requires multidisciplinary knowledge and has software. Such a situated process of gamified software engineering re-
extensively been conducted through methods that do not draw on each quires situational aspects as dictated by the projects characteristics and
other, but rather have been developed in a vacuum by individual ga- its operational context. Thus, we are aiming to develop a situational
mification experts. Thus, the aim of this research is to synthesize the method [45] for gamification projects that provide general guidance for
current body of literature on gamification design methods, as well as engineering gamified software and could be used as method base for
the design principles to answer the following research question: further developing situational methods for specific gamification pro-
RQ: How should gamified software be engineered? jects at hand in an iterative method engineering process [52].
Given the study's focus, we opt for a design science research (DSR) Fig. 1 provides an overview of our method engineering procedure.
approach [31,32]. DSR emphasizes the systematic development and According to Brinkkemper [45], essential aspects of method en-
evaluation of artifacts intended to solve practical problems. Therefore, gineering are: i), the development of a comprehensive method base that
the research process consists of two primary modes of investigation and includes all resources needed for the development of a new method; ii),
their interplay: 1) developing/ building theory-ingrained artifacts and the assembly of the so-called “method fragments” from the method base
2) evaluation of the developed artifacts. More specifically, we in order to construct a new situational method [45,48,52,53]; iii),
B. Morschheuser et al. ,QIRUPDWLRQDQG6RIWZDUH7HFKQRORJ\²
evaluation of the method in a specific project that can provide knowl- occupation. In particular, an expert has real-world gamification ex-
edge for further developments of situational methods [52]. The initial perience and shows strong interest in the subject matter, as indicated by
knowledge and method base could come from interviews with experts one of the following cues: i) speaks at an international gamification
on the phenomenon understudy or through literature reviews or pre- conference (e.g. the Gamification World Congress), ii) is a member of a
ferably both (Fig. 1). gamification association, or iii) is an active gamification “influencer” on
social media channels1). We contacted over 90 gamification experts, 25
3.1. Knowledge base of whom are located in 17 different countries (Table 2) participated in
the study [I1-I25].
In order to develop a holistic perspective on the subject matter, the The interviews conducted were semi-structured in order to ensure
method base of this study relies on two aspects: i) scholarly experiences the collection of the most relevant answers from the experts, and yet
from the literature on gamification and ii) professional experiences give room for further probing to reach rich answers to unscripted in-
from experts through interviews. The coming subsections describe the terview questions when the need was presented [63]. The first part of
sources of data for both, deriving principles for engineering gamified the interview focused on the extraction of design principles for en-
software and developing a comprehensive gamification method. gineering gamified software while the latter part focused on en-
gineering methods of gamified software. The interviews were con-
3.1.1. Literature review ducted via Skype in English and German. All interviews lasted an
In order to study the currently available gamification design average of 30 to 45 minutes and were recorded and transcribed with the
methods, we conducted a hermeneutically-oriented iterative review permission of the interviewees.
[54] that is a literature review process that employs two cycles of re- The knowledge we gathered by conducting the literature review and
view; the first involves the identification of relevant sources, keywords, analyzing the transcribed interviews was structured in tables and or-
and initial literature pieces, the second cycle involves interpretation ganized along reoccurring method activities and deliverables.
and evaluation of the obtained results from to determine their relevance
and identification of new sources. The familiarization towards the topic 3.2. Design principles for engineering gamified software
is essential for the correct operationalization and execution of method
engineering. Thus, we aimed to review all relevant literature sources We first focused the identification and collection of key design,
and included gray literature and practical outlets. which gamification methods should cover. Therefore, we synthesized
The review process was conducted in November 2015 and included the knowledge we gathered during the review and the expert interviews
the following databases: ProQuest, ACM Digital Library, AIS Electronic and compared the theoretical view with the lived experience. We
Library, IEEE Xplore Digital Library. As outlined, the first step of a summarized the result into 13 most important principles for designing
hermeneutically-oriented iterative review included the identification of gamification, presented in Table 3.
design related keywords for a systematic literature search, resulting in In the following, we describe each design principle in further depth:
the following search strings: (gamify OR gamification) AND (framework
OR model OR design OR approach). Our systematic review next iden- • DP1: A profound understanding of the users, their motivation, and
tified 468 items. In the following step, we removed duplicates and ex- needs, as well as the characteristics of the operational context, is
cluded results based on title, resulting in 247 items. A review of the fundamental for engineering gamified software. A common design
abstracts reduced the number of articles to 35. Through a backward and principle we found in the literature and interviews is, therefore, a
forward search [55] of the identified paper on the same selected da- profound analysis of the target users and the operational context in
tabases, we identified another 26 potentially relevant articles. We ap- which the software should be applied. Most of the experts re-
plied the same inclusion and exclusion criteria to focus on articles that commend focusing on users’ needs instead of business goals and
present either a process model, articulate specific design principles or stressed the importance of user involvement especially in the idea-
present other relevant information for the design of gamification. tion and design phases to ensure that a gamification design ad-
Consequently, another 6 articles were added to the literature pool. dresses actual user needs and invokes motivational experiences.
Thus, we consider a list of 41 articles (35 from the literature search + 6 • DP2: The objectives of a gamified software should be clearly de-
from back and forward searches) that include relevant information fined. We found that clear project goals are essential to (1) evaluate
about gamification. From these articles, we extract the descriptions of the success of the gamification dimension of software and (2) guide
methods, phases, activities, deliverables, and requirements. the overall engineering project. Both aspects can be found in the
In total, we found 17 gamification methods in the identified sources. literature and were mentioned frequently during the interviews.
The examination of these methods pointed towards seven main phases • DP3: Experts and literature recommend testing gamification ideas
of engineering gamified software; (1) Project preparation: All activities frequently and as early as possible so as to determine early on
that have to be executed before the project starts; (2) Analysis: whether the design underway is appropriate for the users and the
Activities that are used to identify the necessary knowledge of users, usage context or whether changes are necessary before more pro-
processes and the project itself; (3) Ideation: Activities to come up with found investments are undertaken.
ideas for gamification designs; (4) Design: Designing gamification and • DP4: Engineering gamification is seen as iterative development
creation of prototypes; (5) Implementation: deployment of a gamified process as to allow agility, relatively continuous addressment of
software; (6) Evaluation: Evaluation and testing of the software; (7) design fails, and their quick rectification, as well as continuous
Monitoring: Monitoring the performance of the software after the re- optimization of the user experience. The literature recommends
lease. These phases would be further expanded upon in the coming continuous monitoring and optimization of gamification projects as
section of this study. A summary of the identified 17 methods to en- a prerequisite for long-term success.
gineer gamified software according to these phases is presented in • DP5: The interviews canonically highlighted that gamification de-
Table 1. signers need profound knowledge in game / gamification design and
human motivation. Design methods found in the literature are a
3.1.2. Expert interviews helpful start, especially for novices, but the experts emphasized that
In order to compare and comprehend the gathered knowledge for
engineering gamified software, we also conducted interviews with ga-
mification experts. Within this study, we consider an individual an 1
The social media activity was analyzed with the service “Rise” https://www.rise.
expert based on their publicly available information about their global/gurus based on the data from October 2015.
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Table 1
Summary description of gamification methods identified through the literature review.
Method Preparation Analysis Ideation Design Implementation Evaluation Monitoring Method evaluation
[57] - No evaluation
[29] - - No evaluation
[58] - - No evaluation
[23] No evaluation
[60] - No evaluation
[30] - No evaluation
[25] - - - No evaluation
[28] - - No evaluation
[26] - - - No evaluation
[62] - No evaluation
[27] - No evaluation
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Table 3
Design principles for engineering gamified software.
DP1. Understand the user needs, motivation and behavior, as well as the characteristics of the 22; 23; 26–30; 42; 56–58; 72 I2; I3; I4; I6; I7; I9; I11; I13; I14; 76
context 62; 64 I16-I20; I21-I25
DP2. Identify project objectives and define them clearly 23; 26–28; 30; 42; 56–58; 67 I3; I8; I11; I13; I16; I19; I21; I22; 40
60; 61; 64 I24; I25
DP 3. Test gamification design ideas as early as possible 22; 23; 27; 28; 56; 57; 60; 50 I1; I3; I4; I9; I11; I14; I18; I19; I22; 40
62; 64 I24
DP 4. Follow an iterative design process 22; 25; 27; 28; 30; 42; 57; 50 I2; I9; I10; I11; I17; I22; I18; I19 32
60; 62
DP 5. Profound knowledge in game-design and human psychology 24; 59 11 I1-I4; I6; I9-I16; I18; I20-I22; I25 72
DP 6. Assess if gamification is the right choice to achieve the objectives 23; 24; 26; 27; 42; 57 33 I1; I10; I13; I14 32
I17; I19; I22; I25
DP 7. Stakeholders and organizations must understand and support gamification 23; 57 11 I2; I3; I9; I10; I12; I13; I15-I17; I18; 48
I24; I25
DP 8. Focus on user needs during the ideation phase 23; 27; 28; 30; 57; 58 33 I6; I11; I16; I18; I22; I25 24
DP 9. Define and use metrics for the evaluation and monitoring of the success, as well as the 22; 23; 27; 28; 30; 42; 57; 50 – 0
psychological and behavioral effects of a gamification approach 58; 64
DP 10. Control for cheating / gaming-the-system 23; 26; 27; 30; 42; 57; 64; 44 – 0
65
DP 11. Manage and monitor to continuously optimize the gamification design 22; 23; 26; 28; 30; 57; 62 39 I19 4
DP 12. Consider legal and ethical constraints in the design phase 23; 27; 30; 42 22 – 0
DP 13. Involve users in the ideation and design phase – 0 I1; I4; I11; I19; I22 20
% relative proportion to the number of considered sources within the literature or the interviews
organizational or business needs behind. Often there is a mismatch 3.3. Method base
between user goals and organizational goals however it is important
again to emphasize that the motivational outcomes of gamification According to method engineering [45] and the research process
depend especially on the fulfillment of user needs. followed by this work as indicated in Fig. 1, we utilized the thus far
• DP9: Metrics should be identified at the start of the engineering gathered knowledge base of methods and developed a list of design
process and utilized to evaluate the performance of the gamified principles to be utilized in the construction of a structured method base.
software. Clear metrics are important to be able to evaluate and In the method base, we first documented a corresponding process-de-
monitor the effects of gamification features and to determine whe- liverable-diagram (PDD) [45,47,48] for each identified method in the
ther adjustments in the game mechanics are needed (e.g. to prevent literature. A PDD describes the activities and phases of a design method
cheating or to balance mechanics). In addition, metrics are im- on the left side and corresponding deliverables as outcomes of those
portant to evaluate the success of a gamification feature with regard activities on the right side. The PDDs were supported by tables sum-
to the intended objectives. Some interviews revealed that in practice marizing the activities and deliverables involved in each design
gamification projects are often planned with a small budget and method. In addition to these PDDs, we also developed a PDD for each
limited timeframe. In these cases, practitioners typically focus on gamification engineering procedure described in the conducted expert
the ideation, design and development phases to develop a minimum interviews. The constructed PDDs were next analyzed, consolidated and
viable product. However, also in these cases, metrics should not be compared.
neglected to be able to evaluate the success and effects of gamifi- In total, we collected 57 activities from scientific literature, 64 ac-
cation features. tivities from practical outlets and grey literature, and 38 activities from
• DP10: The literature [23,26,27,30,42,57,64,65] recommends con- the conducted expert interviews. Each activity was allocated to a par-
trolling and curbing for cheating/gaming the system as it can re- ticular process phase and lead to a deliverable or a partial deliverable.
verse the effects of gamification and discourage users. However, Following a top-down approach, we first compared the phases of the
some experts reported that cheating could also help to better un- analyzed methods and then the activities of these phases. Next, we
derstand the users and to optimize gamification designs accordingly. developed several comparison tables in which we grouped and ag-
• DP11: Continuous monitoring and optimization of the gamified gregated similar phases and activities. Further, we printed all devel-
software is a common principle to ensure that the gamification de- oped PDDs, activities, their phases, and source and clustered them vi-
sign continues to be relevant to the needs for the growing and sually to support the analyses taking place. Additionally, we visually
changing user base of the gamified software. Needs of the users may identified and highlighted the occurrence of the identified design
change as they tenure and as new groups start to utilize the devel- principles the phases and activities being analyzed.
oped software. Based on the gathered method fragments and previously derived
• DP12: Gamified software could fail if legal and ethical constraints design principles, we assembled our new method for gamification en-
are not considered in the design phase. This is essential to ensure no gineering as a synthesis of the identified phases and activities in the
infringements to for example the intellectual rights of others, as is method base. While assembling the method, we ensured that the pre-
the case in any development work. Especially, when gamification is viously identified design principles are reflected in the method (see
applied in enterprise software, literature highlight that development Table 3 for the design principles and Table 4 for their mapping to the
projects should focus such constraints [23,27,30,42]. new method phases). As seen in Table 4, some design principles were
• DP13: Involvement of users during the ideation and design phases reflected in more than one method phase depending on the activities of
possibly through regular user tests was mentioned as an often-ap- the method phase in question.
plied design principle so as to ensure that the design is tailored to
the needs of the users. This principle is strongly related to the 3.4. Assembled method for engineering gamified software
principles (1) and (3) but was highlighted by some interviewed
experts as a separate point. It became clear from our knowledge base, that most methods to
engineer gamified software follow similar phases, with substantial
B. Morschheuser et al. ,QIRUPDWLRQDQG6RIWZDUH7HFKQRORJ\²
Fig. 2. Activities of the preparation phase. Fig. 3. Activities of the analysis phase.
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target groups, to collect and analyze information about the potential obtained, the next step is to develop a gamification design. Surprisingly,
users of the gamified system, several methods were suggested. These we found that several published methods as indicated in Table 1, do not
including user interviews [22], observations [I8, I2, I18], measure- describe this core activity in detail. Most of the gamification methods
ments of actual user behavior [27], [I18, I22], analysis of behavior identified promote gamification through the creation of engaging
chains [22], surveys [62] diaries and focus groups [25], [I21]. All of challenges by the use of design feature known form games (e.g.
these methods were also brought up by the interviewees of our study. [24,27,28,58,60,61]). Usually, game elements such as points, badges or
Following user analysis, a typical outcome is the segmentation and leaderboards are considered as game features. In addition, some au-
description of the target group of the gamified software. Different ap- thors also consider game mechanics such as rules and dependencies that
proaches could be utilized to describe and cluster user groups, such as define the gameplay, game dynamics that form the interaction between
creating personas (fictional characters that represent specific user a user and a game, as well as narrative aspects [1,36]. DP 8, drawn from
types) [28,30,62] or categorizations according to known player (gamer) the majority of identified methods, emphasizes the selection of game
types [26]. In addition to the identification of the demographic char- features - particularly game elements - which match previously iden-
acterization of the target group [25], the identification of motivational tified user needs and promote desired user behavior as a core approach
factors, needs, and user goals has been especially highlighted in nearly for engineering gamified software. Some argue for the use of game
all gamification methods and expert interviews. The interviews confirm features, such as rewards, points, badges, leaderboards or storytelling,
that the development of user personas is a common practice [I12-I14, as building blocks [30], and assume that the combination of these
I18, I21, I23] (e.g. [27–29,57,62]) and that user groups segmentation building blocks with goals of the real context would invoke engaging
through the use of segmentation frameworks, such as player types [66] challenges and motivate goal-oriented behavior (e.g. do activity X to
or the Octalysis Framework2 could be beneficial for determining the unlock badge Y). Furthermore, some authors recommend aligning
characteristics and intrinsic motivational needs characterizing the tar- several game features, in order to promote repeated performance
geted user group. Experts, however, caution that the target user groups (“engagement loops”) along with a “player journey” [23,27,30]. How-
may be very large and heterogenic, which can result in an ineffective ever, the detailed process of selecting and combining gamification
user analysis [I8, I25]. In such cases, the experts recommended con- building blocks in order to design a gamified software often lacks de-
ducting a user analysis without the development of personas that fo- scriptive details and only a few authors provide information on the
cuses on general user needs and motivations, such as the need for mapping of game features to user's needs [22,28]. However, as the
competence satisfaction [1,22] (see Appendix A). majority of the interviews showed that in practice gamification is a
On the other hand, context analysis is characterized by the identi- creative and iterative design process, we believe that the use of fra-
fication and understanding of the context, where gamification should meworks that define strict guidelines for the use of gamification
be applied. This analysis is particularly important in organizational building blocks may harm the needed creativity for its design.
contexts where the understanding of business processes, corporate The interviews, on the other hand, indicated that the design of ga-
culture, and technological constraints is often mentioned as a key re- mification is a creative process that requires an ideation phase. The
quirement to successfully design suitable gamified software [I6, I12, interviewees suggested that practice pays more attention to this crea-
I15, I17, I24]. An interviewee suggested the creation of process models tive process, and thus practitioner tend to develop comprehensive lists
and scenario analysis as approaches to context analysis in gamification of gamification design ideas during their work. The interviews indicate
engineering (I17, cf. [67]). Another interviewee recommended the that the first step to developing such lists is typically an iterative
creation of user journeys in order to better understand and plan the brainstorming activity (with the goal to come up with a large amount of
behavior of the users within a given context ([I22], cf. [54]). However, ideas) [I17, I19] cf. [22,23,60]. Explorative brainstorming has been
the experts interviewed agreed that context analysis seems to be more highlighted as an important approach to understand the so-called
important in practice than it is emphasized upon in the academic lit- “design space” (i.e. the space of possible design alternatives) [I17, I19,
erature. Even so, an expert highlighted that industry partners often do 7]. Some experts stressed the importance of coming up with an epic
not fully understand why a user analysis should be conducted [I17]. theme or a narrative to guide brainstorming and glue design elements
Many experts mentioned that a thorough context and user analysis is a together ([I1, I7, I8, I11, I21, I24], cf. [28]). Some interviewees re-
key activity when designing gamified software (Table 3). However, commended focusing brainstorming on the fulfillment of user's needs,
both activities are interwoven. For example, depending on the context, desired behavior, and target outcome, rather than on the technology or
a designer has to determine the granularity of the user analysis and game elements to be employed by the gamified software [I11, I14, I22,
segmentation. Furthermore, the investigation of the context can reveal I24]. This view has also been adopted in current theoretical and con-
much information about the user and vice versa. A novel approach, ceptual views of gamification [1]. Eventually, ideas are usually con-
called “activity-challenge-motivation triplets” proposed by [22] at- solidated in order to create a list of ideas for the upcoming design phase
tempts to combine both user and context analysis and focuses on the [I17, I19, I22] [22,62] (Fig. 4).
identification of challenges and user motivation within a given context Nearly all interviewed experts reported that they follow frame-
thus emphasizing the importance of both types of analyses (user and works, such as the User-Centered Design framework [25,68], Design
context analysis). Thinking [I2, I11, I15, I16-I22, I25] [23], the Octalysis Framework3 [I6,
Both, the user and the context analysis are essential activities in any I11, I12, I21], the Playful Experience framework (PLEX) [69] [I19],
gamification project (DP1). However, their execution can be strongly Lazzaro's 4 Keys 2 Fun4 [I16, I21] or the Person-Artifact-Task (PAT)
influenced by situational factors. For instance, the feasibility to identify model [42,70] in order to guide ideation. Five experts additionally
user needs and to develop personas, as introduced above differs de- mentioned the importance of user involvement in the ideation phase, in
pending on the size and complexity of the gamification project. order to ensure the focus on user needs (cf. DP13). Interviewees also
Therefore, designers should carefully evaluate whether the activities of mentioned the use of creative techniques, such as “brainwriting”, or
this phase can be performed as outlined or need to be adapted to the “proxy thinking” and “bodystorming” where a prototype of gamified
respective context of their project [45]. software is imagined to already have been implemented in order to
perceive the implications of its use in its intended use context. Such
practices could be carried out in workshops with users, designers and
3.4.3. Ideation
Once an analysis of user and context characteristics has been
3
http://octalysisgroup.com.
2 4
http://octalysisgroup.com. http://www.nicolelazzaro.com/the4-keys-to-fun/.
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Table 5
Ideation toolbox used in practice.
Tools Purpose
Board and video games Playing of games and discussion of game mechanics can stimulate general ideation [I1, I2, I10, I14, I25], [62].
Design lenses Design lenses [22] provide a special perspective on a design space to guide ideation and design in a particular direction [I2, I6, I11, I16].
Design cards Design cards mostly contain design lenses, such as basic human needs that are to be fulfilled by the software under development. Designers
usually utilize them randomly and playfully during brainstorming to come up with ideas [I2, I8, I11, I16, I17, I19], cf. [69].
Visualizations Visualizations (e.g. process models) are used to simplify, visualize and understand the relationships between users and their behavior in the
considered environment [I11], cf. [67].
Game design patterns Commonly recurring designs in games are often used as a foundation to develop ideas for gamification [I7, I8, I9] (see [2,17,28,30]).
Story cubes Story dices are dices with different icons, which are typically used to support storytelling in general. The story narrated through these dices,
in turn, can be used as starting point to develop gamification themes and subsequent design [I8, I11], cf. [28].
Canvases Canvases can help to communicate ideas, identify weaknesses and compare gamification designs in a systematic manner. [I5, I16, I17, I22]
(e.g. [29]).
Decision trees They provide decision support and guidance for the selection of game elements and mechanics [I18], cf. [25].
Best practice/gamification patterns Best practices and recurring gamification design patterns are used as starting points for ideation [I14, I22, I24], cf. [23,24,27,30,57].
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manager. One of the authors of this paper was involved in the project to determined that gamification was a suitable solution as that was the
examine the applicability of the method. According to the contributed criteria for selecting the case study. That meant that in line with some
gamification engineering method, the team started with the preparation experts, activity parts of stage one of the method could take place be-
phase. The team carried out a workshop with three stakeholders of the fore the start of the project or the utilization of the method. Holistically,
engineering company (two business development experts and a user- the expert interviews and the practical evaluation of the method in-
experience expert), two car drivers and a local retailer. In this work- dicate that the method is useful, easy to use and implement in practice
shop, the team has identified, prioritized and justified the project ob- as well as that the assemblage and organization of the method can re-
jectives. Subsequently, the team developed a project plan including an levantly and appropriately guide a gamification software projects stages
estimated budget, an overview of the required skills in the development and proceedings.
team, and an initial milestone list. Further, the team clarified the re-
quirements of personal data collection, operational success criteria, the 4.3. Threats to validity
possible use of open source tools and libraries and the possible em-
ployment of the app by the stakeholders of the case company. A closer The main objective of the present study was to bring validity, re-
look at the company culture was not relevant for the project. liability, and rigidity to the emerging and sprawling discussion on how
Next, the team conducted the context and user analysis phase. In gamification should be designed and implemented. In order to rigor-
that phase, the design context of on-street parking mapping in colla- ously ground this pursuit of unified knowledge in the field, this study
boration with city-planners of several large German cities was carefully conducted the most comprehensive review of prior design frameworks
analyzed. Existing solutions were analyzed by reviewing 13 existing as well as interviewed recognized experts of the area. Through careful
parking apps and services, as well as by a survey of 117 potential users processes of qualitative analysis and design science (see Fig. 1), a ga-
of the app. This investigation of the gamification context assisted in the mification engineering method was produced which combines aspects
identification of different user groups and in the characterization of of the prior discussions that have been regarded as the most important
potential contributors that might share parking information in the app aspects of gamification design. The method was further evaluated
(see e.g. [17,75] on gamified crowdsourcing). Further, the team con- through both its use in a real gamification initiative as well as through
ducted user surveys and interviews with focus groups to understand more expert interviews. However, it is also important to assess the
potential users of the app and in particular their needs and motivations. validity and reliability of the present study; its research procedures and
Based on the insights from the user and context analysis, the team results [76]. The study consisted of four points of gathering data (before
developed four personas (altruists, drivers, gamers, tinkerer). As part of assembling the method: 1. expert interviews and 2. systematic literature
the ideation phase, the team conducted several workshop sessions. The search as well as after assembling the method; 3. expert interviews and
playing and analysis of especially context-related board and video 4. a case study of applying the method in a real-world gamification
games, such as Monopoly® or SimCity, along with the examination of design scenario) and five points of separable data analysis portions (A.
typical gamification design patterns helped the team to come up with a analysis of expert interview data before the assemblage, B. literature
list of gamification ideas. Based on the consolidated ideas, the team analysis, C. the assembly of the method itself, D. expert interview data
iteratively developed prototypes following an agile scrum approach. In analysis after the assemblage and E. analysis of the case study).
the first iteration, the team developed and evaluated a paper prototype Both, the data gathering and data analysis, conducted as part of this
with printouts of maps, post-its, paper money and lego-figures. Next, study present threats to the validity of the results [77,78]. Threats to
the team developed several sets of wireframes and an initial app pro- the generalizability of results can arise from data collections that are
totype using HTML and JavaScript.5 Finally, the project was transferred not conducted systematically and representatively. Thus, we conducted
to a professional team of game developers, who are currently working a hermeneutically-oriented systematic literature review and inter-
on a market-ready pilot of the app.6 According to the initially identified viewed a broad international group of experts with different profes-
operational requirements for the application, the developed prototypes sions. However, as the participants were self-selected, the population of
were tested regularly: first through a small test group with 10 users and interviewees might represent a population with a strong positive affi-
qualitative feedback, and afterward through a larger field test. nity toward sharing their experiences. This may have prevented us from
gathering data on methods that are considered by their authors as
special intellectual property or not to sharable in a research setting.
4.2.3. Analysis and findings Further, the nature of interviews as data collection methods [77] and
Overall, we found that the method developed through this research common issues in interpersonal communication may have influenced
showed great promise in the gamification software project it was im- the collected data and the procedure of its collection [77,79]. To ensure
plemented in. The developed gamified application was successful in a correct mutual understanding of the interviewer and the interviewees,
meeting its development objectives of creating a map of parking in- we have used open questions, allowing for clarification discussions to
formation through crowdsourcing. In a three-month period, a total of emerge and both parties have dug deeper in the discussion of the an-
372 users in several large German cities used the gamification appli- swers if it was needed.
cation developed. Parking information (e.g. price information, location, The analysis of the gathered data by the interviews and literature
restrictions) for more than 7000 street segments have been shared by review was conducted meticulously and systematic. However, as typical
the users of the app, which indicates that the proposed method indeed in qualitative research the gathered data has to be interpreted, which to
supported us to develop functional gamified software.5 some degree influence the results of the analysis and thus the devel-
With regards to the practicality, order, and structure of the method, opment of the method. To control for internal validity, first, the analysis
the development team along with the business partners experienced a was conducted by multiple researchers to minimize the influences of
sense of ease and understanding of what is to take place next with re- individual biases through a collective process, as proposed by [77].
gards to the management of the project. The procedures of the method Second, the research process and results were continuously assessed,
were followed in order and a need was not uncovered to change the not only to ensure internal validity but to further ensure the reliability
structure or flow of the method. The only exception being that at the of the research and findings. Third, we evaluated our results through
first stages of the project and utilization of the method, it was already interviews with independent experts and through a practical validation
with a large, German company. This adds to the internal and external
5
See http://parking-app.de for more information about the first app prototype and its
validity of the research, especially that practitioners specifically would
field test. be concerned with the utility and practicality of our findings. Moreover,
6
See https://parkineers.com more information about the pilot. the situational nature of the method allows practitioners to adapt the
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method to context, making this method a scaffold method of methods, elements and game mechanics to employ in gamification is often
which is generic enough to be tailored to various situated needs, which thought of as a creative and brainstorming-based activity in practice,
adds to the external validity of the results. unlike what is advised in prior literature [22]. Compared to previously
The conducted method evaluation itself further presents some va- published methods that often lack a detailed description of the creative
lidity and reliability threats although it was employed to control some ideation and design phases (e.g. [24,25,27,30,58,61]), we have sepa-
threats. Since the primary evaluation of the method was done by in- rated the ideation phase in our method from the design phase to further
terviews, the same threats appeared as discussed in the context of data emphasize its importance and we have collected a set of tools and
collection through expert interviews. The case study evaluation adds to frameworks that have been employed in practice to assist with brain-
the generalizability of the results but also provides some threats. In storming, ideation and design without providing a strict procedure so as
order to control for the reliability of the results, only one of the authors to allow for designer creativity (Table 5). We further highlighted that
of this paper was involved in the case evaluation to examine the ap- developers designing gamification are urged to attain a holistic, mul-
plicability of the method in addition to other six members who have tifaceted and profound understanding of game design during gamifi-
been involved in carrying out the project associated with the evaluation cation engineering, rather than relying on pre-defined lists of possible
of the method. game mechanics they can merely introduce to their software.
Overall, the literature review, expert interviews and practical vali- Engineering gamification should be seen as a situational and itera-
dation conducted as part of this research shed novel insights on the tive development process with a high degree of user involvement and
overall nature of gamified software engineering discourse in both, early testing of design ideas [22,25,27,28,30,42,57,60,62]. While
academia and practice. However, as with any research work, the lim- iterative and user-centric designs are hardly novel approaches in soft-
itations of this work provide various avenues for future research: First, ware development in general, our data is canonical about the im-
the evaluation of the method took place in one context only, further portance of situationally and iterativeness, since gamification applica-
research is recommended to continue on the practical evaluation of the tions are exceedingly complex information systems. Iterative
method in order to draw more insight on their practicability and their development and early testing, as in our method, can support the design
situated nature. It would further be interesting to compare evaluations of complex game approaches. Due to the early evaluation of design
of the artifacts in various software areas and to see whether they are ideas, possible psychological and behavioral outcomes could be iden-
universally applicable or whether special considerations and mod- tified, even if the underlying psychological processes are not completely
ification may be needed for their use depending on the software en- clear to the designer.
gineering area. We hence recommend research to further uncover It is not enough to execute the gamification design in a technically
guidelines that would assist in the utilization of this gamification en- stellar manner but also the manifold and multidimensional aspects of
gineering method in different contexts. Secondly, evaluation of the use context, user psychology and engagement have to guide the design
of the contributed design principle as spate guidelines for the en- [1,22]. The objective of gamification - affecting human behavior - re-
gineering of gamification software did not take place. Future research quires a comprehensive understanding of the user, the desired behavior
could explore the extent to which the design principles could on their and the context in which the user behavior take place. Therefore, be-
own be usefully employed to develop successful gamified software and sides the user analysis that can be found in most previous methods, the
whether they hold across an engineering contexts. Third, while the present method particularly emphasized the importance of the context
contributed engineering method is a scaffold method of methods, analysis as a separate activity in engineering gamification. Our eva-
comparative research could be conducted to evaluate its utility against luation indicates that working with a multidisciplinary team, bringing
current popular methods of gamification engineering. Finally, more together technical, game-design and psychological competencies during
research studies and possibly action and design research is needed to be the analysis, ideation and design process, has been suitable in user and
conducted utilizing our contributed method and design principles to context understanding. In the practical evaluation, we were able to
further provide evidence as to their utility. confirm that the identified approach to gamification seems appropriate
to meet the challenge. Furthermore, we found that analyzing the con-
5. Conclusions and reflections text can help to specify and understand possible target groups, their
needs, and design limitations.
The chief objective of the present study was to advance the holistic Overall, the developed method can be seen as a method of methods
understanding of how gamified software should be designed and im- that accumulates frameworks and knowledge on gamification design
plemented by developing a method for engineering gamification. We from prior literature. The artifact is thus providing a holistic view on
tackled this research problem with a design science research approach; the topic and addresses many of the challenges of engineering gamified
firstly, by rigorously synthesizing prior design frameworks as well as software, which has been overlooked in previous research.
interviewing recognized experts of the area. Secondly, by developing a
method for the engineering of gamified software based on the gathered
knowledge and design principles from the previous step. Thirdly, we Acknowledgments
evaluated the method through expert interviews and a practical eva-
luation in the form of a case study. As a result, the present research This work was supported by the Robert Bosch GmbH, the Finnish
contributes a method for gamification engineering as well as a more foundation for economic education (10-5562), the Finnish Funding
confined treatise of overall design principles for gamification. Agency for Technology and Innovation (TEKES - project numbers
The evaluation of the developed method indicated that the method 40111/14, 40107/14 and 40009/16) and participating partners, as well
is comprehensive, complete and provides practical utility as well as that as Satakunnan korkeakoulusäätiö and its collaborators. The authors
it addresses several crucial points that have not been catered for in prior wish to thank the editors, reviewers and proofreaders for their time and
attempts to formalize gamification engineering or in many gamification effort. Further, the authors thank Julian Abe for his support in this
initiatives in practice. For instance, the selection of game-design research project.
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Appendix
B. Morschheuser et al. ,QIRUPDWLRQDQG6RIWZDUH7HFKQRORJ\²
B: Activities table
Project preparation Identify and list objectives Identify all the objectives of all involved stakeholder and list all of them in a LIST OF OBJECTIVES.
Rank objectives The objectives have to be ranked and prioritized in LIST OF OBJECTIVES, as not all objectives can be reached
in one project.
Justify objectives To have a clear understanding of what the objectives are and how they benefit the organization and the
stakeholders the objectives should be justified in LIST OF OBJECTIVES.
Assess gamification applicability With the ranked and justified objectives, it can be assessed and documented in the GO DECISION document,
whether Gamification is suitable for the project or another concept would be better.
Identify requirements All the necessary PROJECT CONDITIONS have to be identified and documented.
Context analysis Identify context Identify the context of the project and document the identified context in CONTEXT CHARACTERISTICS.
Understand context Conduct further research to understand the context in greater depth and elaborate more details within
CONTEXT CHARACTERISTICS.
Define success metrics The metrics which will be used to measure the success of the project have to be defined as part of the
CONTEXT CHARACTERISTICS.
User analysis Define target users The target users have to be identified and information about them has to be gathered in PERSONAS /
SEGMENTATION.
Identify user needs The user needs and objectives should be identified to enrich the PERSONAS / SEGMENTATION with this
information.
Identify user motivations After identifying the needs of the users, it is important to translate the needs in user motivations and to specify
them in PERSONAS / SEGMENTATION.
Create personas The identified information is used to create PERSONAS / SEGMENTATION which include all necessary
information to create an engaging design.
Ideation Brainstorm ideas The identified information provides the basis for the brainstorming of ideas that are documented in LIST OF
IDEAS. The identified frameworks and tools can help to create concepts for gamification.
Consolidate ideas The initial broad LIST OF IDEAS has to be condensed to a reduced and possible prioritized LIST OF
CONSOLIDATED IDEAS, which will be designed and evaluated. Besides cost and usefulness estimations, the fit
between the idea and the user and context characteristics should be considered when consolidating the ideas.
Design Create user journey Develops a USER JOURNEY in order to plan the long-term engagement with the gamified software and to be
able to derive precise requirements.
Design prototype The consolidated and selected ideas from the ideation phase have to be conceptualized in DESIGN CONCEPT
(e.g. by through initial mock-ups and wireframes).
Create prototype The DESIGN CONCEPTS form the bases for further development of (playable) PROTOTYPES (e.g. paper
prototypes, app prototypes, gamification plugins).
Evaluate prototype The PROTOTYPE should be evaluated using playtesting with actual users so feedback can be gathered
resulting in PROTOTYP EVALUATION.
Plan development When the design is fixed the DEVELOPMENT CONCEPT has to be created which includes the specification of
the implementation, budget and possibly other project management information for the implementation.
Implemen-tation Decide implementation Before the implementation, a decision about the TYPE OF IMPLEMENTATION has to be made. The
implementation can be developed externally, in-house, or by utilizing an available platform.
Prepare development Depending on the prior decision, further preparation needs to be conducted (e.g. granting permission to use
the APIs and information of the company or acquiring additional knowledge about gamification and its
application in the specific context).
Advise and manage The gamification expert has to check and advise the implementation to ensure that the gamification is done
implementation right.
Implement design In several cycles, the implementation of the design leads to developed GAMIFICATION FEATURES.
Playtesting The GAMIFICATION FEATURES are created in cycles with playtesting after each cycle to check if the desired
results are achieved by the developed gamification elements. In this activity, FEEDBACK needs to be collected
for evaluating the effectiveness and functionality of the developed GAMIFICATION FEATURES.
Pilot When the development of GAMIFICATION FEATURES is finished, the finale gamified software will be piloted
with a small group of users. If successful, this step leads to a GAMIFIED PRODUCT.
Evaluate success In order to check whether the initially defined objectives are met by the GAMIFIED PRODUCT, a success
evaluation is conducted. This evaluation using qualitative or quantitative methods leads to SUCCESS
EVALUATION.
Release project The project can be released if the evaluation was successful. There are also different ways to release the
project like "Big Bang" or gradually expand the pilot.
Monitoring and management After the project is released it should be monitored and also re-designed if necessary to attend for possible
future changes that are captured in a LIST OF IMPROVEMENTS.
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C: Deliverables table
Concept Description
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LOBNA HASSAN
MEANS TO GAMEFUL ENDS:
HOW SHOULD GAMIFICATION BE DESIGNED?
322 EKONOMI OCH SAMHÄLLE
ECONOMICS AND SOCIETY
For a long time, information systems have been de- gle to provide comprehensive guidance for the gamifica-
signed to provide organizational utility, efficiency, and tion design process.
cost reduction. As technological advancement took place, This dissertation employs the goal-setting theory, show-
information systems grew to further facilitate personal pro- casing how gamification design can suit the preferences
ductivity and entertainment. Out of modern systems, games of different users. The dissertation additionally investigates
have an extraordinary reach in modern society. That reach contextualized gamification design by employing the de-
eventually became too significant to ignore without system- liberation theory and researching design for collective,
atic study. While many individuals recognize the value of group engagement such as is seen in the context of civic
and need for hard work in life, many—perhaps all—do not engagement. Finally, the dissertation contributes a holistic
wish to live in a universe of pure work or passive engage- gamification design method that incorporates the design
ment with their life’s activities. In that light, scholars began knowledge currently gathered in the gamification fields, as
investigating game design as a means to attain enjoyment well as lessons learned from the failure of gamification pro-
and motivation in mundane life activities, giving birth to the jects. The contributions complement each other and pro-
gamification movement as we know it today. vide a multi-dimensional gamification design knowledge
As a design and research stream, gamification refers to on how gamification should be designed.
the design of systems, services, and processes to provide While this dissertation has theoretically and practically
“gameful” experiences—psychological experiences, simi- contributed to the knowledge on gamification design, there
lar to those provided by games—to positively influence en- is more to be researched before gamification design can
gagement with mundane life activities. While the user ben-
efits reported from implementing gamification showcase
its potentially positive impact, the understanding of how to
come close to being perfect. The journey to gamify is mere-
ly commencing. Not only is this pursuit of how to gamify
essential to understand a phenomenon and the human be-
MEANS TO GAMEFUL ENDS
HANKEN
SCHOOL OF ECONOMICS
HELSINKI
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