Gamification
Gamification
i
ii
Gamification
Written by:
Austin Mardon
Amal Rizvi
Ezzah Inayat
Alyssa Wu
Rico Cuecaco
Jessica Henry
Faith Dong
Leah Heinen
Alexa G
2021
iii
Copyright © 2021 by Austin Mardon
All rights reserved. This book or any portion thereof may not be
reproduced or used in any manner whatsoever without the express
written permission of the publisher except for the use of brief
quotations in a book review or scholarly journal.
iv
v
vi
Table of Contents
Chapter 1: What is Gamification? 1
Chapter 2: Gamification principles 8
Chapter 3: Motivation 16
Chapter 4: Theories of Gamification 24
Chapter 5: Game Design Elements 32
Chapter 6: History of Gamification 40
Chapter 7: The role of Dopamine in Gamification 48
Chapter 8: Legal restrictions of Gamification 56
Chapter 9: Examples of Addition of Game Elements to Non Game Activities 63
Chapter 10: Criticisms of Gamification 71
References 79
vii
viii
Chapter 1: What is Gamification?
Aside from being a Boy Scout, one can see real world examples of
gamification in day to day life in other ways too. Think about the
concept of loyalty discount cards and Air Miles; these are both gamified
mechanisms that reward customers for behaviours that companies want
those customers to keep doing (Fitz-Walter, n.d.). By implementing
gamification, companies are able to keep customers engaged and
attracted to their services or products, while customers experience
the psychological and physiological thrill of being rewarded for
spending money.
• Freedom to fail
• Rapid feedback
• Progression
• Storytelling
The first concept, freedom to fail, simulates the idea that when one
is playing a game, the game design actually encourages players to
experiment without the fear of irreversible damage (Stott and Neutaedter,
n.d.). For example, in a video game, a player may be given multiple lives
or the ability to restart the game as many times as the player chooses
without losing their progress (i.e. through the implementation of
“checkpoints”). Educators, for instance, can implement this same idea
in the classroom by encouraging students to take risks, experiment, and
re-orient their focus on the learning and experimental design process,
rather than the final result or answer. This gives students the freedom
to fail and detaches the assessment process from final grades; rather, it
allows assessment to be focussed on students’ ability to explore realistic
4
consequences for making wrong or poor decisions. It also facilitates
constant self assessment on the students’ behalf, which can help them
develop independence and self accountability.
Something unique about the progression concept is the idea that it can
be linked to what some call the “interest curve”; what this means is
that when educators categorize events and allow students to complete
them in a specific order, it actually results in a net increase in student
engagement (Stott and Neutaedter, n.d.). This can be paralleled to
watching a film. When someone is watching a two hour film, there will
be points in the film that grab the viewer’s attention at specific points, in
order to keep the viewer engaged. Further, the film usually begins and
ends with elements that grab the watcher’s attention. Although this does
not seem surprising or out of the ordinary, it is crucial to realize that
these attention grabbing moments throughout the film are strategic,
and mimic an interest curve, because they consistently touch on points
that the audience finds exciting or relevant.
Chapter Summary
7
Chapter 2: Gamification principles
Introduction
8
This chapter will discuss universal core drives that motivate human
action, principles, and applications of gamification.
Meaning
The first human drive is meaning, which refers to the belief that
people are more willing to act when under the impression that they
have a purpose (Pole, 2020). For example, students may feel inclined
to participate in extensive medical training if they feel it is their higher
calling to become a doctor. Though medical school entails rigorous
preparation and a lengthy process, remembering that the career will
allow them to help other people may motivate students to study well.
Accomplishment
9
accomplishment, it is universally understood that accomplishments
can motivate people to improve their skills and maintain a
momentum of success.
Common game elements that promote this drive include badges, gold
stars, and points (Pole, 2020). Allowing the user to visualize and quantify
their success gives them a sense of satisfaction which motivates them to
continue their winning streak.
Ownership
One may remark that people naturally have a desire to own something
and protect their belongings. This may be compared to real life where
people are driven to earn money in order to afford certain luxury
products. Perhaps teenagers have experienced this form of motivation
after receiving their first paycheque or making their first major purchase.
This sentiment is often mimicked in gamification through the concept
of virtual wealth (Pole, 2020). Virtual wealth is frequently portrayed
using avatars that can gain goods such as money or diamonds. The
player of the game may then feel obliged to complete more tasks in
order to collect more virtual wealth.
Scarcity
One very puzzling fact about people is that they often want what they
cannot get. Chou refers to this drive as scarcity; because a certain
resource or item is limited, users will perceive it as more valuable
and then be compelled to search for it. The challenge of finding a rare
item gives the game more appeal, and the intrigue promotes a greater
frequency and duration of engagement.
Avoidance
10
Unpredictability
Social Influence
Empowerment
Principles of Gamification
Feedback
Visibility of Progress
12
If people are not able to see results, they may become confused or
frustrated and lose the motivation to continue through (Floryan
et al, 2019).
Freedom of Choice
The freedom of choice principle relates to the core drive for empowerment.
To recall, Yu-Kai Chou described the drive for empowerment as a
longing for control over one’s life. When people are given the flexibility
to make their own decisions and freely express themselves, they become
more driven and satisfied with the outcome. Successful games often
allow their players to explore different alternatives and create their own
path (Floryan et al, 2019). Essentially, players are able to personalize
their journey and enjoy the process of achieving their goals (Floryan
et al, 2019).
Chapter Summary
13
regarding the principles of gamification, and how they translate into
game features.
The drive for meaning describes people being more likely to act in a
certain way if it contributes to their higher-calling. In real life, students
may be more motivated to study if they can imagine how it will lead
them to a noble career. By contrast, games may motivate their players
to execute tasks by providing them with a narrative and an end goal.
Perhaps the user takes the role of a knight who has to save their damsel
in distress. Such a plot would allow players to understand exactly what
to do and why. This drive for meaning is satisfied by the gamification
principle called meaningful purpose or knowledge of benefits. In order
for gamification-based initiatives to meet their expectations, they
must allow the user to understand the significance of their actions. If
their productivity is being rewarded with things like points or badges
but the purpose is unclear, then the initiative will likely not produce
optimal results.
14
Ownership outlines the desire to obtain and protect possessions. This
can be seen virtually and in reality as the accumulation of wealth.
Social influence on the other hand is related to the idea that humans
are naturally social and crave the interaction, and perhaps even
competition, with their peers. This desire can be satisfied through the
use of leaderboards which announce the top performers in the game.
Scarcity narrates the ironic rule that people tend to want what they
cannot get. When a particular object is known to be rare or unattainable,
people become even more motivated and challenge themselves to
acquire it. This is exemplified in games that prompt users to search for
an object like a rare pokemon or gem. The scarcity of the object makes
it perceivably more valuable, and thus, users feel more accomplished
when they are able to find it. Unpredictability details how human
curiosity is a large source of motivation. When an individual is unsure
about what will occur next in the game, they become intrigued and
increasingly engaged.
15
Chapter 3: Motivation
When you wake up in the morning, you likely brush your teeth, have
breakfast, and get ready for the day. You may spend your day attending
classes as a student, running errands, or working a full-time job. All
of these activities have one thing in common; they are the result of
motivation. Throughout this chapter, we will discuss the concept of
motivation from a psychological perspective, and will look at how
motivation impacts different aspects of human life.
What is Motivation?
17
According to Maslow, the most basic human needs are physiological.
Such needs include access to food and water. Without satisfying these
needs, humans cannot even begin to think about satisfying other urges
as physiological needs are crucial for survival (University of Minnesota,
2017). For this reason, these needs take priority at the bottom of the
pyramid as seen in figure 1. Once physiological needs are fulfilled,
humans are motivated to satisfy their safety needs. Safety needs include
protection from danger, pain, and uncertain futures. Safety and survival
go hand-in-hand, hence why these needs are placed right above
physiological needs in figure 1. Social needs are next in the hierarchy,
and refer to social interactions and bonding with other humans. This
includes forming lasting relationships and attachments to others in
order to promote health (University of Minnesota, 2017). After social
needs, esteem takes priority. Esteem needs refer to the desire to earn
the respect and admiration of others, feel important/validated, and be
appreciated. Finally, at the top of the pyramid we have self-actualization
which refers to the acquisition of new skills and talents in order to
essentially become “the best version of yourself ”. Doing so will allow one
to achieve individual life goals (University of Minnesota, 2017). Maslow’s
theory has gained popularity over the years, and many organizations
have used this theory to motivate employees in corporate settings. For
example, paychecks are used to satisfy physiological needs, however
some companies also provide health insurance for the purpose of
satisfying safety needs. Company dinners and events satisfy employees’
social needs, while bonus earnings based on performance satisfy esteem
needs. Satisfying employee needs results in higher employee motivation
and thus better performance which ultimately benefits corporations.
This is just one of the many applications of theories for motivation in
real life.
18
Expectancy theory has garnered attention and support in recent years,
with many using it to explain human motivation in the workplace.
Chapter Summary
22
continue to achieve their goals. Multiple studies have also shown that
goal setting, frequent rewards, and high self-confidence all increase
individual motivation, emphasizing the importance of these factors
when setting out to achieve a particular goal.
23
Chapter 4: Theories of Gamification
The focus of the Serious Games approach is to use games for non-
entertainment purposes. Gamified elements can be used to mediate
different purposes in gamified applications including fun social
entertainment, and personal use. To implement these strategies, the
technical and social elements of games would need to be examined to
find the best matches to apply these concepts in a variety of settings.
In other words, technical elements should be interpreted as affording
gameful interpretations and enactments, rather than being gameful.
It is important to consider the fact that technical games represent
a composite category. Common elements of games (such as goals,
objectives, and rules) do not solely work in isolation, they are not
independent from one another, and they need to be assembled together
in order to constitute a game. Game designers need to determine which
design elements they should incorporate into the full set of game
elements that encompass their main objectives for the original purpose
of creating the game (Deterding et al., 2011).
that it promotes static learning, which can motivate some students and
demotivate others (Fulton, n.d.).
There is an interrelated cycle of five factors that are linked to each other
to stimulate flow during the learning process. Clear task goals need to be
established so that the learner is given the information that they require
in order to complete an assigned task. This comes from getting constant
and reliable feedback from the gamification theory of learning. An
intense period of concentration with no external distractions stimulates
an enriching learning experience, however to the student, time can feel
like it’s passing very slowly and they can feel tired and exhausted more
easily. Autonomy (from the self-determination theory, explained above)
is needed to further engage flow. Students should feel that they are in
control of their learning. This allows students to reach out and ask for
help if they are feeling overwhelmed by a high volume of information
being given, or if they are having difficulties understanding the material.
There also needs to be a balance between challenge and skill, to prevent
the sense of being overwhelmed or out-of-control, as discussed earlier.
The last factor of engaging flow is receiving clear feedback. This allows
the student to keep track of how they are progressing as it tells them
about areas where they are doing well, and areas where they may need
to improve (Duncan & West, 2018).
30
their goal progress) and create effective environments for learning
(e.g., eliminate or minimize distractions, find effective study partners)”
(Wentzel & Miele, 2009).
Conclusion
31
Chapter 5: Game Design Elements
Introduction
Video games were invented to draw gamers away from the outside
world and transport the player into an environment that accommodates
to their liking. Video games have been around since the early 1970s.
The first commercial arcade video game, Computer Space by Nutting
Associates, was introduced in 1971. In 1972, Atari introduced Pong to
the arcades. (Tyson, 2021). The start- up of video games in the early 1970s
introduced a world of gaming that would progressively become into a
world wide industry that integrates real world elements into a virtual
world. What makes video games so addictive is a question that many
seem to misunderstand. Throughout this chapter, the exploration of the
elements of graphics and the purpose of optimized gaming, The Nature
of the AAA Game Industry and Game Developers, and the importance
of story writing that brings the game to life will be discussed. Each of
these game elements contribute to the addiction of games and, as well
as elevatinge the gamers’ experience to drastically influence the input
of hours that players would log in to play. To understand what makes
games so addictive, we must first explore the element of graphics and
the purpose of optimized gaming.
Graphics and gameplay are largely separate entities that play a little role
in enhancing gameplay in both of these games. (Murnane, 2018). The
element of graphics has evidently been one of the reasons why video
games are so addictive. By creating a realistic world, gamers who’ve spent
elongated hours could find themselves lost in the virtual environment
34
of the game, providing them with a place of solitude from reality. To
extend our understandings on how gaming elements encourage an
addiction to gaming, we must explore the nature of the AAA gaming
industry and its developers.
The similar construction “III” (Triple-I) has also been used to describe
high-production-value games in the independent gaming industry.
High anticipation towards a game that generates “hype” prior to the
initial announcement of the release date is common for AAA game
developers. Games such as Call of Duty and Fortnite haves generated
a historical amount of media attention which ultimately led to the
growing popularity of each title. Despite of the generated revenue
and high anticipation, sSome would speculate that the direction of
AAA games are slowly in decline. With the integration of “play- to-
win” elements to multiplayer online games, gamers are drawn to play
longer sessions to gain the special items provided through a “season
pass.” The “pay- to- play” feature contributes to a “gap in play” or a skill
differencetial between players, which discourages new players, due to
the fact that additional micro-transactions are encouraged to reach a
35
higher standard of gameplay. It is widely believed that the integration of
“play- to- win” features in AAA games has developed a perception that
micro-transactions contribute to a gambling element into online games.
This providesProviding players with incentives the more they play the
game. Ultimately this contributes to an increase in gaming addictions as
players are expected to spend and obtain these incentives.
36
video gamers would find themselves playing the game regardless of
negative perceptions. It seems that the direction most AAA games are
leaning towards is a money- based approach without developing an
ambitious lore to transport players into the world of the game.
While some would argue that the integrity and originality of gaming is
coming to an end, new generations of gamers view gaming as a source
of income rather than an experience. With the integration of Esports,
or professional competitive gaming, this platform transformed the
gaming community intoas an entertainment business. Popular game
streamers use gaming as a platform to gain attention, and eventually
opening up opportunities for paid gaming sessions. In the AAA gaming
industry, many speculate that the ambitious roots of original story
telling and authentic innovations of graphical art work embedded into
the game areis now an uncommon reality for new generation games.
Older generation games such as Assassin’s Creed, Halo, and Fable are
now considered as an “obsolete” gaming experience for entertainment-
based gamers. Before Esports came to light, gamers played games
primarily for an ambitious experience that transports players into a new
world created by game developers. NowadaysNow and days, with the
incorporation of “season passes” and “play -to- win” features in several
AAA titles, gamers are limited from receiving gameplay that is new and
original. This display of new generation gaming is shown through Epic
Games’ Fortnite. The introduction of this game changed the landscape
of multiplayer online games through the integration of the “Battle pass”
and the newly structured, free-for-all based “Battle Royale”. Fortnite’s
impact on gaming has influenced games such as Call of Duty and
Apex Legends with the concept of “Battle Royale” as the headline of
its online experience. Since then, Esports and competitive online
gaming has surfaced as an opportunity for aspiring gamers to gain a
source of income through streaming platforms. This element of video
games has encouraged video game addictions through the motivation
of money and prosperity by playing these competitive online games, i.
In extension to game elements that encourage video game addictions.
In the case where a highly anticipated AAA game provides gamers with
a captivating story-line, players would ultimately develop an addiction
through the process of the game itself.
37
The Importance of Story Writing
38
Closing Summary
39
Chapter 6: History of Gamification
Introduction
40
Games and Gamification
NES stands for Nintendo Entertainment system. The first NES that
could change game cartridges was the Famicom which was released in
41
July of 1983(Cunningham, 2013). This console allowed for users to play
any game that had a cartridge available, and they were not confined
to just one. By 1990, 30% of American households had an NES(Smith,
2020). This proved how widespread and popular they were. The large
number of household processing an NES could be used as a projection
as to how many children had these as starter systems and would then go
on to upgrade to newer versions, eventually fueling the gaming console
industry today.
As stated earlier the man who is credited with inventing the word
gamification is Nick Pelling. He was an interface designer who worked
with ATM’s and vending machines(The history of Gamification: From
the beginning to right now, 2019). Past this, Pelling did not have any
real influence in the business of gamification. In 2005 the company
Bunchball was founded by Rajat Paharia(The history of Gamification:
From the beginning to right now, 2019). The company’s focus was to
add game mechanics to tasks to increase brand loyalty, much like the
Holiday Inn and American Airlines initiatives. These mechanics also
helped to boost online engagement, as users were more likely to log
onto a site everyday if there was a reward for them. Bunchball did not
use the term gamification at its start, but that was essentially what they
were doing. In 2007 Bunchball gamified a site called Dunder Mifflin
Infinity, which was based off of the popular show The Office(Smith,
2020). It was a social networking site that allowed players to “work” at
Dunder Mifflin, and collect rewards which they would use to pay for
upgrades to their desk(Christians, 2018). Also in 2007 the game Chore
Wars was launched(The history of Gamification: From the beginning
to right now, 2019). This site was the start of gamifying home life, with
parents using the site to incentivize their kids into doing chores by
adding a narrative of a fantasy world(The history of Gamification: From
the beginning to right now, 2019).
In 2009 both Foursquare and Quest to Learn led the way for innovation
in the gamification industry. Foursquare was a map app that
incentivized players to visit different parts of the city, mapping it out,
using badges as a reward and a leaderboard to promote competitiveness
with others(Christians, 2018). This allowed for Foursquare to have an
44
accurate map, as people would constantly visit places and give reports
to earn badges and different achievements within the app(Christians,
2018). In 2009 Quest to Learn accepted a sixth grade class into their
program(Smith, 2020). This was the first instance of gamification in
education. This trend continues today; starting with kindergarten
classrooms awarding stickers to students who obey their teachers,
going all the way to high school students who can get extra credit for
submitting optional assignments.
The following year a Gallup survey showed that only 31% of workers
were engaged in their work, and of all of the groups millennials had
the lowest number of engaged workers(Smith, 2020). Due to this
gamification came back in every way and continues to be a prominent
tool in the kits of human resource departments to up productivity in
the workplace. If a person looked around in their life, they would see
how much gamification has evolved and how much they interact with
gamified processes everyday, from work, to school to home.
45
Conclusion
The problem here is that instead of spending time you are spending
money, and if you go far enough down the rabbit hole you start spending
money you do not have. This is when gamification methods can get
dangerous. It is a well known fact that corporations do not care about
the budget of their consumers, and consumer self control is not always
possible. For gamification to go forward in a positive manner there need
to be restrictions as to how far incentives can go, or there needs to be
widespread education on gamification tactics especially when it comes
to consumer products, so that t people can protect themselves against it.
Chapter Summary
47
Chapter 7: The role of Dopamine in
Gamification
Introduction
48
Dopamine
Pleasure is not the only thing that is important, the motivation aspect
is needed for us to want to achieve long-term goals and increase
productivity (Lee, 2013). Dopamine acts as an intrinsic motivator
(Wildermuth, 2018). In a study on dopamine-deficient mice, they were
less likely to participate in goal-oriented behaviour (Palmiter, 2008).
Likewise, high levels of dopamine are found in the most motivated
individuals. Independence and autonomy is a key aspect of motivation
(Lumsden et al., 2016). There is an increased release of dopamine in
these situations. Dopamine has been shown to focus attention and
heighten arousal, as seen when adding extrastriatal dopamine to those
with ADHD. Performance was improved, leading to more effective
training in cognitive tasks. Making activities a game tricks people into
thinking they have the freedom of choice to participate (Pacewicz,
2015). Psychologically, we do not enjoy being forced into participating
in an activity; we would rather have a choice (Brown, 2021). In learning
situations, we want to learn more when we have the autonomy to do so
(Paradiso Solutions, n.d.). The incentive is the opportunity to receive
rewards, like with the Starbucks rewards system. Users of the program
believe they are in control of when they make their next purchase of
coffee. What they may not realize is that every time they earn more
points and level up, their behaviour is reinforced through the dopamine
pathway. The points can be thought of as triggers that remind people to
alter their behaviour; in this case, they learn to buy more coffee.
It was found that if the game is based on 50% chance and 50% skill,
participants had the highest amount of dopamine released (Vorhauser-
Smith, 2014). The uncertainty surrounding whether or not you will
get a reward increases the brain’s response (dopamine release) to the
anticipated reward (Howard-Jones et al., 2016). Dopamine can also
be released in anticipation of an imminent reward, called incentive
salience (Marczewski, 2018). Anticipation causes a big release of the
neurotransmitter, so what really motivates us is the pursuit of the goal, not
actually attaining the goal (Vorhauser-Smith, 2014). The anticipation of
a reward and the uncertainty of a reward are also associated with faster
learning (Howard-Jones, 2015). Therefore, an effective gamification
strategy should use these two phenomena.
Applying Gamification
Chapter Summary
55
Chapter 8: Legal restrictions of Gamification
Overview
Jane McGonigal
Legal Considerations
Labour Laws
Labour laws protect employees and have been around for a long time
around the world. Many countries have laws that serve to protect
employees, as well as unions for specific occupations. Many white-
collar office workers employee unions as well, and they function to
understand these laws and to advocate on the behalf of the employees of
the company as well as protect them from unjust exploitation (Kumar
56
and Herger, 2021). Data collection about employees is also supervised
by the workers’ council. This council focuses on the purpose of the data
collection as well as the amount. They then determine if this is feasible
and realistic, as well as backed up by evidence (Kumar and Herger,
2021). They then gather information on where the data is stored,
find new ways to achieve their goals while utilizing less data. Most
importantly, they ensure the data is anonymized and that they can not
trace the information back to individual employees. Finally, they make
sure to answer whether or not the data is able to influence performance
review decisions, which ultimately have an impact on salary increase,
bonus calculations, promotions, or layoffs (Kumar and Herger, 2021).
As one can see, these laws influence gamification because aspects
such as leaderboards need workers’ council approval in companies.
Companies need to justify that their games do not adversely affect
employee’s performance review, wages, salary, or bonus plan in any way.
Subsequently, it is important for companies to be flexible as if certain
features such as leaderboards are not approved by the workers’ council,
they would need to find alternate features to add to the gamification
to go about product release, or leave a plethora of time for seeking
reapproval (Kumar and Herger, 2021).
As general labour laws vary by country, data privacy laws also vary
as well. Many countries ban the use of data including the collection
and processing of it, if it may lead to the identification of individuals
(Kumar and Herger, 2021). This is unless there are other laws in place
that allow this to occur, or if the personal information is approved to be
used for gamification by the individual whose information it belongs to.
It is crucial to note that employees and customers need to explicitly opt-
in to have their data collected, as the default is to opt-out. Consequently,
the employee/customer needs to sign a document, click a button, or
check a checkbox to approve of their personal information being used
(Kumar and Herger, 2021). They need a significant understanding
that their data will be used for such purposes to make progress in the
construction of the gamification.
57
Virtual currencies and banking laws
Virtual currencies and assets are also subject to many legal challenges
and restrictions, and it is essential to discuss the laws and regulations
of such. It is also imperative to consider how the virtual currency/asset
was acquired, how it was used, when it was used, and who used it.
There have many operators of virtual worlds and currencies related to
gamification that have had lawsuits aimed at them (Kumar and Herger,
2021). This includes the Linden Lab and their Secondlife- VIrtual Land
Dispute and Class Action VIrtual Land Dispute, respectively. Other
names include Zynga (Poker Chip Theft)- one of many social game
companies. As a consequence of the economic crisis in 2008, more
stringent regulations have been put in place to protect consumers and
regulate providers of other financial services (Kumar and Herger, 2021).
However, one might say the greatest significance gamification brings is
the rewards that are offered. Thus, considering ideas such as if players
could trade their virtual points with other players, or challenges in
which virtual betting is overseen by gambling laws and state monopoly
laws is necessary (Kumar and Herger, 2021).
Data ownership
Consider the data your family physician obtains from you during your
visits. Or data collected from apps such as Snapchat on your phone.
Who owns this data? This is still up to debate in many countries, and
some companies ushc as Facebook have had to adjust their rules as a
result. If an employee earns flier points frequently in an enterprise such
as during business trips on behalf of the company, it is not certain to
ascertain who the points belong to (Kumar and Herger, 2021). Some
businesses have stepped up and have said that these points below to the
employee, but this is not a given, and certainly does not hold across the
board, nor is it molded into place. In many professional environments,
points employees earn from their personal participation would directly
or indirectly benefit their ranking in the leaderboard (Kumar and
Herger, 2021). However, a pivotal perspective is if in the event that the
employee is deprived of this ranking, the fate of the company needs to
be contemplated. Repeatedly, having a backup plan or a conservative
approach to data ownership would benefit the enterprise/company
long term, as the laws are constantly changing (Kumar and Herger,
2021). Many employees and customers want to play a role in how their
58
information needs to be used, and they need a seat at the table for this
debate. Ultimately, this is their data, they deserve to be involved in the
conversation concerning what information is collected, who sees the
data, the purpose of this data collection, how much data is collected,
and the agency to opt out if they desire to (Kumar and Herger, 2021).
Ethical considerations
This quote was how the following individuals defined ethics as.
Applying this to gamification, players need to be treated ethically, fairly,
and with respect. Even if the nature of the game is online, everyone
deserves to be treated with dignity and as human no matter if a game
is played or not. However, fair compensation policies are still in effect
despite the onset of gamification. This is a compelling point to make as
gamification would not motivate employees no matter the amount of
gamification employed if employees are not paid fairly according to the
current market (Marczewski, 2017).
Player Cheating
Inevitably, cheating will result when players try to cheat the gamified
system. This is human nature and is present in all aspects of our sphere
from cheating on a test to cheating on the game ‘grounders’ at school.
The designer of the gamification must therefore attempt to curtail this
cheating to the best of their abilities, a game that would be resistant to
cheating in order to provide an enjoyable and fun experience for all
players (Thorpe and Roper, 2017). Strategies must be put into action
to prevent cheating from occurring, and this encompases decreasing
the perceived value of rewards, increasing the effort required to game
the system, and total transparency, social shame, and accountability.
Decreasing the perceived value of rewards would deter cheating as this
would lessen the motivation they have. Humans put more effort and
time into things they believe they would acquire less value or benefits
from engaging in this game (Thorpe and Roper, 2017). Individuals
often resort to cheating when they are desperate to win something
such as plotting to insert their name into a lottery system. This could
60
be solved by using intrinsic rewards without transferable value in the
real world, the use of perks with low exchangeable value, or the use
of rewards that have a large perceived-value differential between the
target audience and the rest of the world. Efforts need also be increased
to game the system through the use of complex reward metrics that
players would not understand such as GOogle PageRank, metrics
that are less susceptible to gaming, and time-bounded unique-user
or content-reciprocity metrics (Thorpe and Roper, 2017). Finally, the
feeling of humiliation or distress when others find out about players’
misplays or misacts would deter players from cheating in the first
place. Many people care about their reputations and how they look to
others so their self image holds the utmost importance to them, and
would never imagine the prospect of others ostrazing them or the fear
of social shame. Lack of accountability has corroded public respect for
many business and politicians in the past, consequently, it is important
to holds those who cheat accountable for their actions and their impact
on others (Thorpe and Roper, 2017).
61
Conclusion
62
Chapter 9: Examples of Addition of Game
Elements to Non Game Activities
Introduction
Gamification in Education
63
& Yordanova, 2014). This in turn increases students’ motivation for
participation and learning.
Given the parallels between a game and the learning process, it follows
that gamification has been implemented in many educational settings.
Kiryakova, Angelova, & Yordanova (2014) describe the necessary steps
to effectively integrate game elements in a learning environment. These
steps will be discussed in the following paragraphs.
64
process, and also how game elements should be implemented in order
to achieve these learning objectives.
Gamification in Marketing
65
Gamification in marketing can take the form of earning points, badges,
and free products from the company. These loyalty programs effectively
engage customers, as they become immersed in the brand experience
through their participation in these activities and games. Hence, the
desired result is an increase in customer retention and engagement. The
integration of gamification in marketing can be observed in companies
such as Coca-Cola, McDonalds, Nike and Sony (Yang, Asaad, &
Dwivedi, 2017).
Huotari & Hamari (2011) further explain why gamification can have
a positive influence on a brand’s image and customer retention. Using
the mobile service Foursquare as an example, the researchers explain
how gamification creates a form of ‘service packaging’: this is when
the customer is presented with a core service that is further enhanced
by a rules-based service system that incorporates game elements. The
core service of Fourspace is that it provides the user with personalized
recommendations of places to go, based on the user’s location. In
addition to this core service, Fourspace also included an element of
gamification: users are able to gain points or gain badges for certain
activities like checking into new places. Huotari & Hamari (2011)
attributes the success that Fourspace experienced with their integration
of gamification, which points to the power that gamification can have
on marketing and mobile apps.
Gamification of Health
Yadav et al. (2020) state that gamification is one of the best ways to
motivate people to change their behaviours and habits. One example
of such behaviour is exercising: gamification can be used to motivate
people to exercise more frequently and to improve their health. This can
be seen in applications such as Fitocracy and Dacadoo, where users are
rewarded with points for their workout activities (Jeffries & Adrianne,
2011). These points can help the user advance to the next level. Users
can also get badges for completing a set of activities, or for achieving
a certain milestone. Some fitness applications, such as Health Month,
also introduced the concept of social gaming, in which successful
users can restore points of other users who have failed to meet their
fitness goal.
Chapter Summary
70
Chapter 10: Criticisms of Gamification
Introduction
A Critique of Gamification
72
Furthermore, Ian Bogost suggested the use of the term “exploitationware”
(Bogost, 2015). Bogost suggests that gamification is both reassuring and
easy (Bogost, 2015). It provides Vice Presidents and Brand Managers
with the comfort of knowing that they added a “games strategy” to
their product or service (Bogost, 2015). Bogost explained that in the
term gamification, the term “game”, meaning the complex work that
goes into designing a workable solution, is rendered meaningless by
“-ification” which involves “simple, repeatable, proven techniques or
devices: you can purify, beautify, falsify, terrify and so forth. -ification
is always easy and repeatable, and it’s usually bulls**t. Just add points”
(Bogost, 2015). Bogost (2011) suggests using the term expoitionware
instead because “gamification proposes to replace real incentives with
fictional ones. Real incentives come at a cost but provide value for both
parties based on a relationship of trust. By contrast, pretend incentives
reduce or eliminate costs, but in doing so, they strip away both value
and trust” (para. 5).
73
the results of this study showed that although the groups with external
motivation were more productive than the control group, there was no
difference between groups regarding intrinsic motivation (Mekler et al.,
2013).
Using gamification within a learning space poses its own set of challenges.
While it may be feasible for an instructor to monitor how gamification
is working in a small class, once the class size exceeds 15 students
monitoring student learning becomes increasingly more difficult
(Hung, 2017). In larger classes, most individuals rely on quantifiable
data to inform gamification rules and practises (Hung, 2017). For
example, many instructors use learning analytics to understand what
resources are being used most frequently by their students (Hung,
2017). Unfortunately, it should be noted that a student can click on a
resource without engaging with it, and therefore, basing gamification
effectiveness on the number of clicks, downloads, or views may not be
representative of learning (Hung, 2017). There are simply too many
variables that affect how often a student logs into their student account
and accesses the resources that often data regarding “engagement
levels” do not correlate with class success (Hung, 2017). Hung et al
(2017) says that “A gamified system based only on the number of logins,
forum visits, or resource views will not capture students’ performance
accurately and cannot be used as a useful tool to inform gamification.
This does not mean learning analytics are meaningless, and more
sophisticated tools are currently in development that may be able to dig
more deeply into what students do, but until these tools are properly
evaluated and made widely available, the utility of learning analytics as
a tool for gamification remains limited” (Pg. 62).
The use of gamification in the online gambling world has allowed for
the retention of players. Retention consists of rewards, goals, status, and
feedback, four things that gamified gambling games provide (Richter
et al., 2014). For example, in a game such as Casino Heroes, players
are involved in a new community that rewards them with new levels,
special features, and money. They are also goals, customers are given a
task to complete. This element of retention is not found as often in land-
based casinos. Additionally, the characteristic constant interaction and
continually reaching targets in order to achieve higher ones in gamified
gambling have made it increasingly addicting.
The consequences for inexperienced day traders that have been enticed
by and become addicted to the gamified Robinhood forum are dire.
For example, a young app user named Alexandre Kearns committed
suicide after seeing a balance of -730,000 on the app (McConnell, 2021).
Unfortunately, this terrible incident was not isolated (McConnell,
2021). Although many individuals in favour of the free market argue
that investors should be allowed to make their own mistakes. Others
criticize Robinhood and other trading apps like it, for capitalizing on
vulnerable populations that have succumbed to the addictive nature
76
of a gamified stock market (McConnell, 2021). As of yet, there have
been no regulations put in place to protect users from investing more
than they have, taking irresponsible risks, or “playing” without proper
education and training. However, these things may be established with
time and increased tragedies (McConnell, 2021).
Chapter Summary
It is the hope that this chapter has provided some information regarding
the criticism and regulations surrounding gamification. Hopefully, these
criticisms will be taken into consideration and changes will be made, so
that gamification can be a primarily positive tool within society.
78
References
Chapter 1
Morschheuser, B., Hamari, J., Werder, K., & Abe, J. (2017). How to
Gamify? A Method For Designing Gamification. Proceedings of the
50th Hawaii International Conference on System Sciences (2017).
Published. https://doi.org/10.24251/hicss.2017.155
Morschheuser, B., Hamari, J., Werder, K., & Abe, J. (2017). How to
Gamify? A Method For Designing Gamification. Proceedings of the
50th Hawaii International Conference on System Sciences (2017).
Published. https://doi.org/10.24251/hicss.2017.155
Wu, M. (2017). Real Life Gamification: The Good, the Bad, and
the Ugly. Linkedin. https://www.linkedin.com/pulse/real-life-
gamification-good-bad-ugly-michael-wu-phd
79
Chapter 2
80
Chapter 3
Kusurkar, R. A., Ten Cate, T. J., Vos, C. M., Westers, P., & Croiset, G.
(2012). How motivation affects academic performance: a structural
equation modelling analysis. Advances in Health Sciences Education,
18(1), 57–69. https://doi.org/10.1007/s10459-012-9354-3
Sari, İ., Ekici, S., Soyer, F., & Eskiler, E. (2015). Does self-confidence
link to motivation? A study in field hockey athletes. Journal of Human
Sport and Exercise, 10(1). https://doi.org/10.14198/jhse.2015.101.03
81
University of Minnesota. (2017). Organizational behaviour chapter 5.
Retrieved June 10th, 2021, from, https://saylordotorg.github.io/text_
organizational-behavior-v1.1/s09-theories-of-motivation.html
82
Chapter 4
Bedwell, W. L., Pavlas, D., Heyne, K., Lazzara, E. H., & Salas,
E. (2012). Toward a Taxonomy Linking Game Attributes to
Learning: An Empirical Study. 43(6), 729–760. https://doi.
org/10.1177/1046878112439444
Sailer, M., Hense, J. U., Mayr, S. K., & Mandl, H. (2017). How
gamification motivates: An experimental study of the effects of specific
game design elements on psychological need satisfaction. Computers
in Human Behavior, 69, 371–380. https://doi.org/10.1016/j.
chb.2016.12.033
Sawyer, B., & Smith, P. (2008, February 19). Serious Games Taxonomy.
Sun, H., Li, W., & Shen, bo. (2017). Learning in Physical Education:
A Self-Determination Theory Perspective. Journal of Teaching in
Physical Education, 36, 277–291. https://doi.org/10.1123/jtpe.2017-
0067
84
Chapter 5
Grubb, Jeff (August 26, 2020). “The Initiative’s first game — What’s the
so-called ‘AAAA’ studio making?”.
85
Chapter 6
Cunningham, A. (2013, July 15). The NES turns 30: How it began,
worked, and saved an industry. Retrieved June 10, 2021, from https://
arstechnica.com/gaming/2013/07/time-to-feel-old-inside-the-nes-on-
its-30th-birthday/
86
Chapter 7
Ahn, S. J., Johnsen, K., & Ball, C. (2019). Points-Based Reward Systems
in Gamification Impact Children’s Physical Activity Strategies and
Psychological Needs. Health Education & Behavior, 46(3), 417–425.
https://doi.org/10.1177/1090198118818241
87
Howard-Jones, P. (2015, May 19). Engaging the Brain’s Reward
System: The ‘Sci-napse’ Project. Think Neuroscience. https://
thinkneuroscience.wordpress.com/2015/05/15/engaging-the-brains-
reward-system-the-sci-napse-project/.
Janssen, J., Verschuren, O., Renger, W. J., Ermers, J., Ketelaar, M.,
& van Ee, R. (2017). Gamification in Physical Therapy: More Than
Using Games. Pediatric Physical Therapy, 29(1), 95–99. https://doi.
org/10.1097/pep.0000000000000326
Lumsden, J., Edwards, E. A., Lawrence, N. S., Coyle, D., & Munafò,
M. R. (2016). Gamification of Cognitive Assessment and Cognitive
Training: A Systematic Review of Applications and Efficacy. JMIR
Serious Games, 4(2). https://doi.org/10.2196/games.5888
88
Pariyadath, V., Gowin, J. L., & Stein, E. A. (2016). Resting state
functional connectivity analysis for addiction medicine. Progress in
Brain Research, 155–173. https://doi.org/10.1016/bs.pbr.2015.07.015
Scherbaum, S., Haber, P., Morley, K., Underhill, D., & Moustafa, A.
A. (2017). Biased and less sensitive: A gamified approach to delay
discounting in heroin addiction. Journal of Clinical and Experimental
89
Vorhauser-Smith, S. (2014, December 29). Your Brain
on Games. Forbes. https://www.forbes.com/sites/
sylviavorhausersmith/2014/12/29/your-brain-on-
games/?sh=635a5c072a7c.
90
Chapter 8
Bréville, B., & Rimbert, P. (2014). Life is just a game: Using games to
motivate behavior is a growing means of social control. Pittsburgh
Post-Gazette, January 19.
Kim, T. W., & Werbach, K. (2016, May 12). More than just a game:
ethical issues in gamification. Ethics and Information Technology.
https://link.springer.com/article/10.1007/s10676-016-9401-5.
91
Chapter 9
Park, H.J, & Bae, J.H. (2014). Study and research of gamification
design. International Journal of Software Engineering and Its
Applications, 8 (8), 19-28.
Simões, J., Redondo, R.D., & Vilas, A.F. (2013). A social gamification
framework for a K-6 learning platform. Computers in Human
Behavior, 345-353.
Yang, Y., Asaad, Y., & Dwivedi, Y. (2017). Examining the impact of
gamification on intention of engagement and brand attitude in the
marketing context. Computer in Human Behaviour, 73, 459-469.
92
Chapter 10
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game
design elements to gamefulness: Defining “gamification.” In A.
Lugmayr, H. Franssila, C. Safran, & I.
93
McConnell, C. (2021, April 06). Robinhood and the gamification
of the stock market. Retrieved June 08, 2021, from https://
mcgillbusinessreview.com/articles/robinhood-and-the-gamification-
of-the-stock-market
Robertson, M. (2010, October 6). Can’t play, won’t play. [Web log
comment]. Retrieved from http://www.hideandseek.net/2010/10/06/
cant-play-wont-play.
94