2013 Article 273 PDF
2013 Article 273 PDF
2013 Article 273 PDF
Gamification
Design of IT-Based Enhancing Services for Motivational Support
and Behavioral Change
DOI 10.1007/s12599-013-0273-5
1 http://nikeplus.nike.com/plus/.
2 http://www.thefuntheory.com/.
3 http://www.nissanusa.com/innovations/carwings.article.html.
4 http://www.bahnscout.de.
5 http://www.tid.es/es/Research/Paginas/TIDProjectProfile.aspx?Project=MoviPill.
6 http://leveleleven.com/.
Table 1 Game-design
Game-design elements Motives
elements and motives
Game mechanics Game dynamics
2 Gamification in the Context vice or an information system) and an target system that is compatible with
of Previous Research IT-based, gamified enhancing service for individual user motives.
the core offer (Huotari and Hamari 2012, Game-design elements: Game-design
Gamification is a persuasive technology pp. 19–20). The starting point for design- elements comprise game mechan-
that attempts to influence user behav- ing gamified enhancing services are the ics and game dynamics (Deterding
ior by activating individual motives via specific usage objectives for the core of- et al. 2011, pp. 11–12; Zichermann
game-design elements (Petkov et al. 2011, fer as defined by core office providers. For and Cunningham 2011, pp. 35–36).
p. 2). As a consequence, this approach instance, such usage objectives could be Game mechanics cover diverse build-
does not deal with designing games that derived from the analysis of historic user ing blocks for gamifying a core offer
can generally be defined as solving rule- behavior and may describe how core of- such as scoring systems or badges.
based artificial conflicts or simulations fer providers wish their core offer to be Game dynamics, however, describe
(Deterding et al. 2011, p. 11; McGoni- used in future. These objectives are trans- the effects of these mechanics on the
gal 2011, p. 21). Thus, gamification needs lated into appropriate game-design ele- subjective user experience over time
to be contrasted to related concepts such ments that are compiled into gamified (Huotari and Hamari 2012, p. 19)
as serious games and games with a pur- enhancing services. By creating a game- and correspond to specific user mo-
pose. Serious games reflect games that like usage experience, these enhancing tives. For instance, mechanics such as
are linked to a particular learning objec- services strive to activate individual user
rankings induce competitive dynamics
tive (Simões et al. 2013, pp. 345–346). motives regarding the core offer (Huotari
that relate user activities to a refer-
For instance, IBM Innov8 2.0 is a game and Hamari 2012, pp. 19–20) and conse-
ence group and should thus satisfy the
that aims at helping users experience the quently support its consumption. More-
pursuit for social recognition (Petkov
benefits of business process management. over, bundling core offer and enhanc-
ing services also requires the adaption of et al. 2011, pp. 3–5). Table 1 highlights
Games with a purpose reflect an ap-
proach in which problems that cannot the core offer to the enhancing service. the most important game-design el-
satisfactorily be solved with information Figure 1 summarizes these assertions. ements. However, according to their
systems are transformed, so that human Usage objectives: The usage of prod-
specific design, single mechanics may
individuals can solve them in a game-like ucts, services and information systems cause different dynamics that might
fashion (Von Ahn 2006, p. 96). For ex- generally depends on a person’s mo- correspond to different motives.
ample, ARTigo7 is a game which was de- tives (Ryan and Deci 2000, pp. 54–55). Gamified service bundles: Many game
veloped by the University of Munich. In Thus, the fundamental idea of gamifi- mechanics are not novel per se. Badges,
this game, two players compete in finding cation is to invoke particular behavior for instance, have a long military tra-
more tags for characterizing images from by activating individual user motives. dition (Zichermann and Cunningham
the digital archive of the Institute for Art This systematic intervention into ex- 2011, p. 56). Similarly, loyalty pro-
History than their opponent. isting usage patterns aims at influenc- grams have been used in marketing
By contrast, gamification encompasses ing users towards a priori defined ob- for decades. Many current frequent
the design of “gamified” service bundles jectives of a core offer provider. In do- flyer programs make use of game me-
(Leimeister 2012). These bundles com- ing so, gamification translates the ob- chanics such as credit point systems
prise of a core offer (a product, a ser- jectives of a core offer provider into a (e.g., air miles) or status levels (e.g.,
7 http://www.artigo.org.
frequent flyer status). The innova- a community of peers and thus allows has been reached (McGonigal 2011,
tion about gamification is bundling for social exchange and/or competi- pp. 127–132). By designing tasks of
such game-design elements into com- tion. increasing difficulty, cognitive struc-
prehensive, IT-based and increasingly Provision of meaning: Gamification tures for the internalization of learning
ubiquitous enhancing services. Such frequently allows users to participate contents may be systematically created
services not only offer benefits on their in resolving superordinate problems (Simões et al. 2013, p. 348).
own but also lead to a new cogni- that go beyond one’s personal possibil- Gamification supports and enables the
tive, emotional, and social usage ex- ities. transformation of organizational value
perience of the core offer (Lee and These mechanisms facilitate percep- creation processes. Today, gamification
Hammer 2011, pp. 3–4). In contrast tions of control, autonomy, and fun is most frequently applied in market-
to many frequent flyer programs, ap- that are central antecedents of flow ex- ing in order to improve customer loyalty
proaches such as Nike+ comprise an periences. Flow reinforces the volun- and brand image. However, current ap-
independent value proposition (train- tary use of gamified service bundles and plications in innovation (e.g., Smart De-
ing support) and create a completely increases both motivation and perfor-
new usage context for the core offer sign Contest 8 ), sales (e.g., LevelEleven),
mance of individuals (McGonigal 2011, after sales (e.g., freshdesk9 ), or leader-
“Nike sports shoes”. pp. 35–38). However, intrinsic motives ship processes (e.g., Work Simple10 ) de-
and flow can be systematically activated pict this approach’s potentials along the
by setting extrinsic incentives (Ryan and value chain. The support of learning pro-
3 Potentials and Application Deci 2000, pp. 63–65). Thus, incen-
of Gamification cesses is a second major application do-
tives such as badges do not only com-
main of gamification (Simões et al. 2013).
ply with the intrinsic motive of collect-
The potential of gamification is based on For instance, Microsoft motivates Of-
ing but also with the extrinsic motive of
comprehensive motivational support and fice users by means of Ribbon Hero11
gaining social recognition. As a conse-
on invoking flow experiences. Ryan and to learn to use new functionalities by
quence, gamification allows for the de-
Deci (2000, pp. 56–65) distinguish be- offering credit points and rewards that
sign of persuasive incentive mechanisms
tween intrinsic and extrinsic motivation. can be earned whilst using the Office
that go far beyond financial incentives.
Intrinsic motivation is directly rooted in Thus, gamification has a high poten- Software. Deloitte was able to signifi-
a given task, whereas extrinsic motivation cantly increase participation in its Lead-
tial for changing behavioral patterns and
always aims at external goals such as fi-
for supporting accompanying learning ership Academy12 by a gamification ap-
nancial compensation. Traditional incen- proach. Another application field com-
processes:
tive mechanisms are usually based on in- prises (social) welfare (Haller et al. 2011,
Behavioral change: Gamification re-
creasing extrinsic motivation, i.e., intro- p. 104). This embraces, for instance, ap-
lates behavioral change to positive
ducing financial rewards. Such stimuli of- proaches for promoting personal well-
emotional feedback. In doing so, gam-
ten fail to increase motivation in the long being (e.g., HealthMonth13 ) or the pro-
run as adaptation effects undermine their ification may support the introduction
of new patterns of behavior as well tection of the environment (e.g., Google
effectiveness (McGonigal 2011, pp. 45–
as the modification of habitual behav- PowerMeter14 ). However, many organi-
48). However, IT-based gamified enhanc-
ior. Such behavioral patterns are usu- zations make use of such a position-
ing services are able to arouse the intrin-
ally unconscious and automatized so ing in order to enhance their own ap-
sic motivation of users regarding a core
offer (McGonigal 2011, pp. 52–115): that traditional incentive schemes fre- proaches with superordinate meaning
Increase in user satisfaction: The con-
quently only exhibit a low effective- (‘Epic Meaning’).
tinuous documentation of one’s own ness. In providing positive emotions,
behavior visualizes progress, facilitates gamification may break up existing
the derivation of achievable personal habits, update them with new behav-
goals and offers immediate feedback iors and support the stabilization of 4 Implications for Information
so that users perceive feelings of high new behaviors by continuously setting Systems Research
individual performance. appropriate stimuli (Ortiz de Guinea
Conveyance of optimism: Gamifica- and Markus 2009, pp. 438–441). Consumerization approaches such as
tion enables self-determination as well Support of learning processes: Gam- gamification involve various organiza-
as experiencing a sense of achieve- ification decomposes tasks into vari- tional change processes and, thus, con-
ment, or more specifically the hope of ous subtasks and milestones. Users can front companies with great challenges
experiencing success. solve such subtasks by trial and error (Weis and Leimeister 2012). In the fol-
Facilitation of social interaction: Gam- and repeat them until the problem has lowing, these challenges imposed by
ification is usually related to entering been solved and a particular skill level gamification are briefly outlined using
8 http://www.smart-design-contest.com/matching-game.
9 http://freshdesk.com/gamification-of-support-help-desk/.
10 http://getworksimple.com/
11 http://www.ribbonhero.com/.
12 http://www.deloitte.la/welcome/.
13 http://healthmonth.com/.
14 http://www.google.com/powermeter/about/.
the business engineering framework of tion (Ryan and Deci 2000, p. 63). The de- Gartner (2012) Gamification: engagement
Österle and Winter (2003). On the level sign and adjustment of gamified service strategies for business and IT. Report
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of business strategy, gamified service bun- bundles is thus a complex task that ex- Haller J, Bullinger A, Möslein K (2011) Inno-
dles often require new business models ceeds applying simple point systems and vation contests. An IT-based tool for in-
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