gamified app

Gamification

Digital games are extremely popular. Industry professionals have taken notice of this trend and have attempted to apply games’ motivational potential to various non-gaming contexts to foster user engagement. However, to this day there has been an ongoing debate about the interplay of gamification and motivation. While several studies have shown that gamification may promote behaviour change in various contexts, many have cautioned against its uncritical implementation, as it may undermine people’s intrinsic motivation and ultimately lead them to stop engaging with an application or service altogether. We study why and under what circumstances gamification may promote or undermine (intrinsic) motivation, contributing to a growing body of empirical evidence and a more nuanced understanding of the motivational effects of gamification.

Publications:

(Forde et al., 2015)

(Forde, 2016)

(Mekler, 2013)

(Mekler et al., 2013)

(Mekler et al., 2017)

  • Masterproject: möglich
  • Contact: E-Mail

Publications

Miscellaneous

2013
  • Mekler, E. D. (2013). Designing for Motivational Affordance in Citizen Science: Gamification and Meaningful Framing Enhance Users’ Intrinsic Motivation and Performance.

Conference Proceedings

2016
  • Forde, S. F. (2016, October). Including Non-Users and Public Perception in Future Gamification Research. Proceedings of the Workshop on Fictional Game Elements 2016 Co-Located with The ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI PLAY 2016). CEUR-WS.org, Online. CEUR-WS..org/Vol-1715/Forde.pdf
2015
  • Forde, S. F., Mekler, E. D., & Opwis, K. (2015). Informational vs. Controlling Gamification: A Study Design. CHI PLAY ’15. http://dl.acm.org/citation.cfm?id=2810297
2013
  • Mekler, E. D., Brühlmann, F., Opwis, K., & Tuch, A. N. (2013). Do points, levels and leaderboards harm intrinsic motivation?: an empirical analysis of common gamification elements. Gamification 2013: Proceedings of the First International Conference on Gameful Design, Research, and Applications, 66–73. https://doi.org/10.1145/2583008.2583017

Journal Articles

2017
  • Mekler, E. D., Brühlmann, F., Tuch, A. N., & Opwis, K. (2017). Towards understanding the effects of individual gamification elements on intrinsic motivation and performance. Computers in Human Behavior, 71, 525–534. https://doi.org/10.1016/j.chb.2015.08.048