The rise of motivational information systems: A review of gamification research

Abstract Today, our reality and lives are increasingly game-like, not only because games have become a pervasive part of our lives, but also because activities, systems and services are increasingly gamified. Gamification refers to designing information systems to afford similar experiences and motivations as games do, and consequently, attempting to affect user behavior. In recent years, popularity of gamification has skyrocketed and manifested in growing numbers of gamified applications, as well as a rapidly increasing amount of research. However, this vein of research has mainly advanced without an agenda, theoretical guidance or a clear picture of the field. To make the picture more coherent, we provide a comprehensive review of the gamification research (N = 819 studies) and analyze the research models and results in empirical studies on gamification. While the results in general lean towards positive findings about the effectiveness of gamification, the amount of mixed results is remarkable. Furthermore, education, health and crowdsourcing as well as points, badges and leaderboards persist as the most common contexts and ways of implementing gamification. Concurrently, gamification research still lacks coherence in research models, and a consistency in the variables and theoretical foundations. As a final contribution of the review, we provide a comprehensive discussion, consisting of 15 future research trajectories, on future agenda for the growing vein of literature on gamification and gameful systems within the information system science field.

[1]  Scott E. Caplan,et al.  Who plays, how much, and why? Debunking the stereotypical gamer profile , 2008, J. Comput. Mediat. Commun..

[2]  Luis de Marcos,et al.  An empirical study comparing gamification and social networking on e-learning , 2014, Comput. Educ..

[3]  Viswanath Venkatesh,et al.  Creation of Favorable User Perceptions: Exploring the Role of Intrinsic Motivation , 1999, MIS Q..

[4]  Sebastian Deterding,et al.  The Lens of Intrinsic Skill Atoms: A Method for Gameful Design , 2015, Hum. Comput. Interact..

[5]  Mads Kock Pedersen,et al.  Exploring the quantum speed limit with computer games , 2015, Nature.

[6]  D. Hoang FLOW: The Psychology of Optimal Experience , 2018 .

[7]  E. Deci,et al.  Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. , 2000, The American psychologist.

[8]  Ching-I Teng,et al.  Team participation and online gamer loyalty , 2014, Electron. Commer. Res. Appl..

[9]  J. Cafazzo,et al.  Design of an mHealth App for the Self-management of Adolescent Type 1 Diabetes: A Pilot Study , 2012, Journal of medical Internet research.

[10]  Juho Hamari,et al.  Gamification, quantified-self or social networking? Matching users’ goals with motivational technology , 2018, User Modeling and User-Adapted Interaction.

[11]  Yigal Attali,et al.  Gamification in assessment: Do points affect test performance? , 2015, Comput. Educ..

[12]  Juho Hamari,et al.  The Relationship Between Gamification, Brand Engagement and Brand Equity , 2019, HICSS.

[13]  Jesse Fox,et al.  Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance , 2015, Comput. Educ..

[14]  M. Fishbein A theory of reasoned action: some applications and implications. , 1980, Nebraska Symposium on Motivation. Nebraska Symposium on Motivation.

[15]  E. Deci,et al.  The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior , 2000 .

[16]  Juho Hamari,et al.  Why do people play games? A meta-analysis , 2017, Int. J. Inf. Manag..

[17]  Fred D. Davis,et al.  Extrinsic and Intrinsic Motivation to Use Computers in the Workplace1 , 1992 .

[18]  Padmini Srinivasan,et al.  Quality through flow and immersion: gamifying crowdsourced relevance assessments , 2012, SIGIR '12.

[19]  Risto Rajala,et al.  oes a contextualized theory of planned behavior explain why eenagers stay in virtual worlds ? , 2014 .

[20]  Fred D. Davis Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology , 1989, MIS Q..

[21]  Arpad Kelemen,et al.  Virtual reality gaming in the rehabilitation of the upper extremities post-stroke , 2016, Brain injury.

[22]  Joseph J. Martocchio,et al.  Microcomputer playfulness: development of a measure with workplace implications , 1992 .

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

[24]  Hans van der Heijden,et al.  User Acceptance of Hedonic Information Systems , 2004, MIS Q..

[25]  Ari Korhonen,et al.  The Effect of Achievement Badges on Students' Behavior: An Empirical Study in a University-Level Computer Science Course , 2015, Int. J. Emerg. Technol. Learn..

[26]  Andrew K. Przybylski,et al.  The Motivational Pull of Video Games: A Self-Determination Theory Approach , 2006 .

[27]  Joseph S. Valacich,et al.  Enhancing creativity in group collaboration: How performance targets and feedback shape perceptions and idea generation performance , 2015, Comput. Hum. Behav..

[28]  Peter Johannes Schulz,et al.  The Effect of Social Support Features and Gamification on a Web-Based Intervention for Rheumatoid Arthritis Patients: Randomized Controlled Trial , 2015, Journal of medical Internet research.

[29]  Susanne Strahringer,et al.  Gamification of ERP Systems – Exploring Gamification Effects on User Acceptance Constructs , 2012, MKWI 2012.

[30]  Pearl Pu,et al.  HealthyTogether: exploring social incentives for mobile fitness applications , 2014, Chinese CHI '14.

[31]  Stephen Hancocks,et al.  Self determination , 2014, BDJ.

[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]  Jiming Wu,et al.  Effects of Extrinsic and Intrinsic Motivators on Using Utilitarian, Hedonic, and Dual-Purposed Information Systems: A Meta-Analysis , 2013, J. Assoc. Inf. Syst..

[34]  Christine T. Kydd,et al.  Individual characteristics associated with World Wide Web use: an empirical study of playfulness and motivation , 1997, DATB.

[35]  Chuen-Tsai Sun,et al.  Player Guild Dynamics and Evolution in Massively Multiplayer Online Games , 2008, Cyberpsychology Behav. Soc. Netw..

[36]  J. DiMicco,et al.  When the experiment is over: Deploying an incentive system to all the users , 2008 .

[37]  Guido Makransky,et al.  Improving biotech education through gamified laboratory simulations , 2014, Nature Biotechnology.

[38]  I. Ajzen,et al.  Belief, Attitude, Intention, and Behavior: An Introduction to Theory and Research , 1977 .

[39]  Guy Paré,et al.  Synthesizing information systems knowledge: A typology of literature reviews , 2015, Inf. Manag..

[40]  Vincent Aleven,et al.  Gamification of Joint Student/System Control over Problem Selection in a Linear Equation Tutor , 2014, Intelligent Tutoring Systems.

[41]  Rudy Hirschheim,et al.  A Glorious and Not-So-Short History of the Information Systems Field , 2012, J. Assoc. Inf. Syst..

[42]  Elena Karahanna,et al.  Time Flies When You're Having Fun: Cognitive Absorption and Beliefs About Information Technology Usage , 2000, MIS Q..

[43]  D. Eichel Beyond Boredom And Anxiety Experiencing Flow In Work And Play , 2016 .

[44]  M. Conner,et al.  The Theory of Planned Behaviour , 2004 .

[45]  Clara Fernández-Vara,et al.  Towards an Ontological Language for Game Analysis , 2005, DiGRA Conference.

[46]  Daniel T. Hickey,et al.  A multilevel analysis of the effects of external rewards on elementary students' motivation, engagement and learning in an educational game , 2014, Comput. Educ..

[47]  Katheryn R. Christy,et al.  Leaderboards in a virtual classroom: A test of stereotype threat and social comparison explanations for women's math performance , 2014, Comput. Educ..

[48]  Alexandre N. Tuch,et al.  Do points, levels and leaderboards harm intrinsic motivation?: an empirical analysis of common gamification elements , 2013, Gamification.

[49]  Peter Brusilovsky,et al.  Encouraging user participation in a course recommender system: An impact on user behavior , 2011, Comput. Hum. Behav..

[50]  Luis de Marcos,et al.  Gamifying learning experiences: Practical implications and outcomes , 2013, Comput. Educ..

[51]  Juho Hamari,et al.  Defining gamification: a service marketing perspective , 2012, MindTrek.

[52]  Juho Hamari,et al.  Player Types: A Meta-synthesis , 2014, Trans. Digit. Games Res. Assoc..

[53]  Mark D. Griffiths,et al.  Social Interactions in Massively Multiplayer Online Role-Playing Gamers , 2007, Cyberpsychology Behav. Soc. Netw..

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

[55]  Andres G. Abad,et al.  Design and evaluation of a gamified system for ERP training , 2016, Comput. Hum. Behav..

[56]  Deborah I. Fels,et al.  Gamification in theory and action: A survey , 2015, Int. J. Hum. Comput. Stud..

[57]  Radhika Santhanam,et al.  Digital Games and Beyond: What Happens When Players Compete , 2013, MIS Q..

[58]  Juho Hamari,et al.  Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service , 2013, Electron. Commer. Res. Appl..

[59]  Grant Tavinor The Art of Videogames , 2009 .

[60]  Cécile Paris,et al.  Gamification for Online Communities: A Case Study for Delivering Government Services , 2014, Int. J. Cooperative Inf. Syst..

[61]  J. Harackiewicz,et al.  Goal setting, achievement orientation, and intrinsic motivation: a mediational analysis. , 1994, Journal of personality and social psychology.

[62]  M. Capella,et al.  The Gamification of Advertising: Analysis and Research Directions of In-Game Advertising, Advergames, and Advertising in Social Network Games , 2013 .

[63]  Rosta Farzan,et al.  Results from deploying a participation incentive mechanism within the enterprise , 2008, CHI.

[64]  Richard T. Watson,et al.  Analyzing the Past to Prepare for the Future: Writing a Literature Review , 2002, MIS Q..

[65]  N LandersRichard,et al.  An Empirical Test of the Theory of Gamified Learning , 2014 .

[66]  Gabriel Pestana,et al.  A framework for social well-being and skills management at the workplace , 2017, Int. J. Inf. Manag..

[67]  Alexandre N. Tuch,et al.  Towards understanding the effects of individual gamification elements on intrinsic motivation and performance , 2017, Comput. Hum. Behav..

[68]  Juho Hamari,et al.  Gamification of E-Participation: A Literature Review , 2019, Hawaii International Conference on System Sciences.

[69]  Jason Bennett Thatcher,et al.  Can we have fun @ work? The role of intrinsic motivation for utilitarian systems , 2013, Eur. J. Inf. Syst..

[70]  Juho Hamari,et al.  A definition for gamification: anchoring gamification in the service marketing literature , 2016, Electronic Markets.

[71]  Gregory J Madden,et al.  The FIT Game: preliminary evaluation of a gamification approach to increasing fruit and vegetable consumption in school. , 2014, Preventive medicine.

[72]  Steve Benford,et al.  Designing for reportability: sustainable gamification, public engagement, and promoting environmental debate , 2013, Personal and Ubiquitous Computing.

[73]  Juho Hamari,et al.  How to design gamification? A method for engineering gamified software , 2017, Inf. Softw. Technol..

[74]  Ahmed Seffah,et al.  Tracing the evolution of HCI patterns as an interaction design tool , 2012, Innovations in Systems and Software Engineering.

[75]  Tanguy Coenen,et al.  ZWERM: a modular component network approach for an urban participation game , 2014, CHI.

[76]  Jan Marco Leimeister,et al.  Gamification , 2013, Business & Information Systems Engineering.

[77]  N LandersRichard Developing a Theory of Gamified Learning , 2014 .

[78]  Richard N. Landers,et al.  Enhancing instructional outcomes with gamification: An empirical test of the Technology-Enhanced Training Effectiveness Model , 2017, Comput. Hum. Behav..

[79]  Ching-I Teng,et al.  Impact of avatar identification on online gamer loyalty: Perspectives of social identity and social capital theories , 2017, Int. J. Inf. Manag..

[80]  K. P. Kallio,et al.  At Least Nine Ways to Play: Approaching Gamer Mentalities , 2011, Games Cult..

[81]  Juho Hamari,et al.  "Working out for likes": An empirical study on social influence in exercise gamification , 2015, Comput. Hum. Behav..

[82]  Scott E. Caplan,et al.  Looking for Gender: Gender Roles and Behaviors Among Online Gamers , 2009 .

[83]  I. Mayer,et al.  Gamification of production and logistics operations: Status quo and future directions , 2018 .

[84]  Kira J. Carbonneau,et al.  Re-examining achievement goal instrumentation: Convergent validity of AGQ and PALS , 2016 .

[85]  L. Festinger A Theory of Social Comparison Processes , 1954 .

[86]  Carl Gutwin,et al.  Effects of gamification on participation and data quality in a real-world market research domain , 2013, Gamification.

[87]  Jari Salo,et al.  Why do teens spend real money in virtual worlds? A consumption values and developmental psychology perspective on virtual consumption , 2015, Int. J. Inf. Manag..

[88]  Michael Scharkow,et al.  Beyond the "core-gamer": Genre preferences and gratifications in computer games , 2015, Comput. Hum. Behav..

[89]  Katerina Pramatari,et al.  Gamification is All about fun: the Role of Incentive Type and Community Collaboration , 2014, ECIS.

[90]  Marko C. J. D. van Eekelen,et al.  Gamification in educational software development , 2014, CSERC.

[91]  Han-Chung Huang,et al.  Impact of online gamers' personality traits on interdependence, network convergence, and continuance intention: Perspective of social exchange theory , 2018, Int. J. Inf. Manag..

[92]  E. A. Locke,et al.  Building a practically useful theory of goal setting and task motivation. A 35-year odyssey. , 2002, The American psychologist.

[93]  Juho Hamari,et al.  Gamification in Crowdsourcing: A Review , 2016, 2016 49th Hawaii International Conference on System Sciences (HICSS).

[94]  Juho Hamari,et al.  International Journal of Information Management Why Do People Use Gamification Services? , 2022 .

[95]  I. Ajzen Attitudes, Personality and Behavior , 1988 .

[96]  J. Bittner,et al.  Motivational effects and age differences of gamification in product advertising , 2014 .

[97]  Dheeraj Sharma,et al.  Online learning: Adoption, continuance, and learning outcome - A review of literature , 2018, Int. J. Inf. Manag..

[98]  Richard M. Ryan,et al.  Glued to Games: How Video Games Draw Us In and Hold Us Spellbound , 2011 .

[99]  Christof Weinhardt,et al.  Measuring Your Best You: A Gamification Framework for Well-Being Measurement , 2013, 2013 International Conference on Cloud and Green Computing.

[100]  Harri Oinas-Kukkonen,et al.  Understanding persuasion contexts in health gamification: A systematic analysis of gamified health behavior change support systems literature , 2016, Int. J. Medical Informatics.

[101]  Elena Sánchez-Nielsen,et al.  eParticipation in Practice in Europe: The Case of "Puzzled by Policy: Helping You Be Part of EU" , 2013, 2013 46th Hawaii International Conference on System Sciences.

[102]  Paul Denny,et al.  The effect of virtual achievements on student engagement , 2013, CHI.

[103]  Frans Mäyrä,et al.  An introduction to game studies , 2008 .

[104]  Alexander Maedche,et al.  Cooperation or competition - When do people contribute more? A field experiment on gamification of crowdsourcing , 2019, Int. J. Hum. Comput. Stud..

[105]  Matti Mäntymäki,et al.  International Journal of Information Management Digital Natives in Social Virtual Worlds: a Multi-method Study of Gratifications and Social Influences in Habbo Hotel , 2022 .

[106]  Yu Chen,et al.  Exploring Social Accountability for Pervasive Fitness Apps , 2014 .

[107]  Juho Hamari,et al.  Do badges increase user activity? A field experiment on the effects of gamification , 2017, Comput. Hum. Behav..

[108]  Juho Hamari,et al.  Computer Games and Organization Studies , 2017 .

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

[110]  J. Huizinga Homo Ludens: A Study of the Play-Element in Culture , 1938 .

[111]  R. Tuomela The Importance of Us: A Philosophical Study of Basic Social Notions , 1995 .

[112]  R. Caillois,et al.  Man, Play and Games , 1958 .

[113]  Nick Yee,et al.  Motivations for Play in Online Games , 2006, Cyberpsychology Behav. Soc. Netw..

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

[115]  Heejin Choi,et al.  A Study about Designing Reward for Gamified Crowdsourcing System , 2014, HCI.

[116]  Heshan Sun,et al.  Causal Relationships between Perceived Enjoyment and Perceived Ease of Use: An Alternative Approach , 2006, J. Assoc. Inf. Syst..

[117]  E. Hirschman,et al.  Hedonic Consumption: Emerging Concepts, Methods and Propositions , 1982 .

[118]  Panagiotis G. Ipeirotis,et al.  Quizz: targeted crowdsourcing with a billion (potential) users , 2014, WWW.

[119]  Radhika Santhanam,et al.  Toward Meaningful Engagement: A Framework for Design and Research of Gamified Information Systems , 2017, MIS Q..

[120]  Rebeca P. Díaz Redondo,et al.  A social gamification framework for a K-6 learning platform , 2013, Comput. Hum. Behav..

[121]  Aaron Marcus,et al.  Design, User Experience, and Usability. User Experience Design for Diverse Interaction Platforms and Environments , 2014, Lecture Notes in Computer Science.

[122]  Jari Salo,et al.  Purchasing behavior in social virtual worlds: An examination of Habbo Hotel , 2013, Int. J. Inf. Manag..

[123]  Amir Talaei-Khoei,et al.  How younger elderly realize usefulness of cognitive training video games to maintain their independent living , 2018, Int. J. Inf. Manag..

[124]  Marie Hennecke,et al.  Age-related differences in outcome and process goal focus , 2010 .

[125]  Juho Hamari,et al.  Gamification of education and learning: A review of empirical literature , 2018, GamiFIN.

[126]  Silvia Riva,et al.  Interactive Sections of an Internet-Based Intervention Increase Empowerment of Chronic Back Pain Patients: Randomized Controlled Trial , 2014, Journal of medical Internet research.

[127]  Kentaro Fujita,et al.  Self-regulation of health behavior: social psychological approaches to goal setting and goal striving. , 2013, Health psychology : official journal of the Division of Health Psychology, American Psychological Association.

[128]  Gerrit Lochmann,et al.  VR-Based Gamification of Communication Training and Oral Examination in a Second Language , 2016, Int. J. Game Based Learn..

[129]  Woonhee Sung,et al.  GREENIFY , 2013 .

[130]  Alexander Maedche,et al.  Gamified crowdsourcing: Conceptualization, literature review, and future agenda , 2017, Int. J. Hum. Comput. Stud..

[131]  Charles Butler,et al.  A Framework for Evaluating the Effectiveness of Gamification Techniques by Personality Type , 2014, HCI.

[132]  Radhika Santhanam,et al.  Research Note - Gamification of Technology-Mediated Training: Not All Competitions Are the Same , 2016, Inf. Syst. Res..

[133]  Young-Gul Kim,et al.  Extending the TAM for a World-Wide-Web context , 2000, Inf. Manag..

[134]  Richard N. Landers,et al.  Gamification of task performance with leaderboards: A goal setting experiment , 2017, Comput. Hum. Behav..

[135]  Biran Burke,et al.  Gamify: How Gamification Motivates People to Do Extraordinary Things , 2014 .

[136]  Ari Korhonen,et al.  Empirical Study on the Effect of Achievement Badges in TRAKLA2 Online Learning Environment , 2013, 2013 Learning and Teaching in Computing and Engineering.

[137]  David R. Millen,et al.  Removing gamification from an enterprise SNS , 2012, CSCW.

[138]  Juho Hamari,et al.  hy do people buy virtual goods ? Attitude toward virtual good urchases versus game enjoyment , 2015 .

[139]  Richard,et al.  Extrinsic and Intrinsic Motivation to Use Computers in the Workplace , 2022 .

[140]  Regan L. Mandryk,et al.  The design and evaluation of a classroom exergame , 2013, Gamification.