Gamification and Behaviour

Gamification is applied as a tool to encourage behavioural change and promote desired attitudes in many fields. However, people with different backgrounds are influenced by gamification in different ways. This suggests that cultural influence can also impact the way gamification is best implemented within a particular context. This chapter starts by discussing how behaviour can be influenced by gamification. It then considers how culture in its different manifestations influences behaviour. The chapter then discusses motivation and its role in gamification. Finally, the key issue of the behavioural change capabilities of gamification combined with an understanding of behavioural change methods, the individual and the cultural and social context are discussed.

[1]  Consumer behavior and the behavioral sciences : theories and applications , 1966 .

[2]  H. Blumer,et al.  Symbolic Interactionism: Perspective and Method , 1988 .

[3]  Dee G. Appley Beyond Culture , 1977 .

[4]  I. Ajzen,et al.  Understanding Attitudes and Predicting Social Behavior , 1980 .

[5]  John C. Thomas,et al.  Metaphor and the Cognitive Representation of Computing Systems , 1982, IEEE Transactions on Systems, Man, and Cybernetics.

[6]  I. Ajzen The theory of planned behavior , 1991 .

[7]  Charles S. Peirce,et al.  Peirce on signs : writings on semiotic , 1991 .

[8]  Y. Aharoni Cultures and Organizations: Software of the Mind , 1992 .

[9]  The Effect of Cultural Orientation on Persuasion , 1997 .

[10]  Stephen A. R. Scrivener,et al.  Meaning, The Central Issue in Cross-Cultural HCI Design , 1998, Interact. Comput..

[11]  C. Vlek,et al.  Household consumption, quality-of-life and environmental impacts: a psychological perspective and empirical study , 1998 .

[12]  Jean-Claude Usunier,et al.  Marketing Across Cultures , 2000 .

[13]  E. Deci,et al.  Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions. , 2000, Contemporary educational psychology.

[14]  S. Forsythe,et al.  Cross‐cultural consumer values, needs and purchase behavior , 2002 .

[15]  Chin-Lung Hsu,et al.  Why do people play on-line games? An extended TAM with social influences and flow experience , 2004, Inf. Manag..

[16]  Annie Lang Using the Limited Capacity Model of Motivated Mediated Message Processing to Design Effective Cancer Communication Messages , 2006 .

[17]  S. Schwartz A Theory Of Cultural Value Orientations: Explication And Applications , 2006 .

[18]  G. Hofstede Dimensionalizing cultures: The Hofstede model in context , 2011 .

[19]  D. Ariely,et al.  Doing Good or Doing Well? Image Motivation and Monetary Incentives in Behaving Prosocially , 2007, SSRN Electronic Journal.

[20]  R. Thaler,et al.  Nudge: Improving Decisions About Health, Wealth, and Happiness , 2008 .

[21]  Anthony F. Norcio,et al.  Cross Cultural Computer Gaming , 2009, HCI.

[22]  C. Hampden-Turner,et al.  Riding the waves of culture , 2009 .

[23]  B. J. Fogg,et al.  A behavior model for persuasive design , 2009, Persuasive '09.

[24]  Kathleen E. Fite Book Review: Pink, D.H. (2009). Drive: The Surprising Truth about What Motivates Us , 2010 .

[25]  J. McGonigal Reality Is Broken: Why Games Make Us Better and How They Can Change the World , 2011 .

[26]  Mike Thelwall,et al.  Online Interventions for Social Marketing Health Behavior Change Campaigns: A Meta-Analysis of Psychological Architectures and Adherence Factors , 2011, Journal of medical Internet research.

[27]  Lennart E. Nacke,et al.  From game design elements to gamefulness: defining "gamification" , 2011, MindTrek.

[28]  Christopher Cunningham,et al.  Gamification by Design - Implementing Game Mechanics in Web and Mobile Apps , 2011 .

[29]  Amy L. Spawr Drive: the surprising truth about what motivates us, Pink, D.H. (2009). New York, NY (pp. 1–242) , 2012 .

[30]  Scott Nicholson A User-Centered Theoretical Framework for Meaningful Gamification , 2012 .

[31]  Brian Cugelman Gamification: What It Is and Why It Matters to Digital Health Behavior Change Developers , 2013, JMIR serious games.

[32]  Juho Hamari,et al.  Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification , 2014, 2014 47th Hawaii International Conference on System Sciences.

[33]  Steffen P. Walz,et al.  Gamification and Economics , 2014 .

[34]  Steffen P. Walz,et al.  Gamification and Culture , 2014 .

[35]  Asimina Vasalou,et al.  Problematizing cultural appropriation , 2014, CHI PLAY.

[36]  Juho Hamari,et al.  Do Persuasive Technologies Persuade? - A Review of Empirical Studies , 2014, PERSUASIVE.

[37]  Juho Hamari,et al.  Demographic differences in perceived benefits from gamification , 2014, Comput. Hum. Behav..

[38]  A. Faber Finding Flow The Psychology Of Engagement With Everyday Life , 2016 .