2017
DOI: 10.1016/j.chb.2015.08.048
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Towards understanding the effects of individual gamification elements on intrinsic motivation and performance

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Cited by 587 publications
(428 citation statements)
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References 28 publications
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“…The study was broken into four conditions; a 'plain' control condition, in which the task had no gamification elements, a 'points' condition, in which the participants gained 100 points for each tag entered, a 'leaderboard' condition, in which participants gained 100 points for each tag entered and could compare their score to four fictitious participants, and a 'levels' condition, in which participants gained 100 points for each tag entered and were incentivised to fill a progress bar that progressively filled each time a participant earned points. The study found a significant main effect of game elements on the amount of user generated tags, with the control condition being significantly outperformed by the points condition, and the points condition being significantly outperformed by both the leaderboards and levels condition (Mekler et al, 2015). This finding, coupled with Looyestyn's discussion of the effective use of leaderboards (Looyestyn et al, 2017), strongly supports the idea that rewards and more complex reward mechanics are able to increase user engagement in many gamified contexts.…”
Section: Common Video Game Rewardssupporting
confidence: 72%
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“…The study was broken into four conditions; a 'plain' control condition, in which the task had no gamification elements, a 'points' condition, in which the participants gained 100 points for each tag entered, a 'leaderboard' condition, in which participants gained 100 points for each tag entered and could compare their score to four fictitious participants, and a 'levels' condition, in which participants gained 100 points for each tag entered and were incentivised to fill a progress bar that progressively filled each time a participant earned points. The study found a significant main effect of game elements on the amount of user generated tags, with the control condition being significantly outperformed by the points condition, and the points condition being significantly outperformed by both the leaderboards and levels condition (Mekler et al, 2015). This finding, coupled with Looyestyn's discussion of the effective use of leaderboards (Looyestyn et al, 2017), strongly supports the idea that rewards and more complex reward mechanics are able to increase user engagement in many gamified contexts.…”
Section: Common Video Game Rewardssupporting
confidence: 72%
“…Mekler et al's work did not find any main effects of game elements on intrinsic motivation, as participants were similarly intrinsically motivated across conditions (Mekler et al, 2015). This finding is somewhat novel as the theoretical positioning of the overjustification effect posits that intrinsic motivation will decrease in the presence of extrinsic rewards.…”
Section: Common Video Game Rewardsmentioning
confidence: 53%
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“…This happens by way of a gain in points and an advancement in terms of level/difficulty of the game. Therefore, using rewards can increase motivation and the drive to succeed in a game (Mekler, Brühlmann, Tuch, & Opwis, 2017). One significant feature design of the app includes the utilization of a reward system in which points are attained for correct responses.…”
Section: Perceived Challengementioning
confidence: 99%