Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction

Intrinsic motivation is commonly considered as the most productive force behind people’s behavior [10][34]. However, it is often observed that people lack intrinsic motivation towards different activities they would like to undertake. Thus, many companies, educational institutions and workplaces are competing for these people’s motivational...

How motivational feedback increases user’s benefits and continued use: A study on gamification, quantified-self and social networking

Many of the systems, services or mobile apps we use nowadays can be thought of as motivational. Consider an exercise app like Fitocracy or a language learning app like Duolingo. The apps use features like collecting points, earning badges, performance tracking, competition, connecting with friends...

Cooperation or competition – When do people contribute more? A field experiment on gamification of crowdsourcing

Image Source During the past decade, advances in modern information and communication technologies have enabled novel forms of economic coordination of under-utilized resources be it human capital, information goods, material goods, or even funding. Perhaps the most noteworthy Internet-based developments that have made resource coordination more...

The gamification of work: Lessons from crowdsourcing

Image Source: https://www.stockvault.net/photo/176769/businessman-drawing-social-network-on-virtual-screen The increasing ubiquitous interconnectedness based on recent technological developments, such as the Internet and smartphones, has enabled new modes of economic coordination and management to become feasible, such as crowdsourcing [1] and sharing economies [3][9]. Although in the past, organizations commonly created value...

Gamification of production and logistics operations: Status quo and future directions

  Image Source: https://www.leancompetency.org/lcs-articles/gamification-is-the-future-of-the-workplace-heres-why This article presents a review of the current body of academic literature concerning gamification of production and logistics to understand the status quo and provide suggestions for future research. The findings indicate that the execution and control of production and logistic processes has been...

Uses and gratifications in Pokémon Go: Why do people play mobile location-based augmented reality games?

Image Source:https://www.criticsatlarge.ca/2016/08/fad-or-fantastic-niantics-pokemon-go.html Launched in the USA on 6 July 2016 (and currently available in over 130 countries), Pokémon Go is a free-to-play/freemium mobile game based on a Japanese transmedia franchise and built on a pre-existing mobile game platform by Niantic, Inc. During the first two months...

Gamified crowdsourcing: Conceptualization, literature review, and future agenda

Image Source: https://www.stockvault.net/photo/174795/social-media-network---world-map Two parallel phenomena are gaining attention in human–computer interaction research: gamification and crowdsourcing. Because crowdsourcing’s success depends on a mass of motivated crowdsourcees, crowdsourcing platforms have increasingly been imbued with motivational design features borrowed from games; a practice often called gamification. While the body...

Badges increase user activity – A field experiment on the effects of gamification

Image Source:http://www.howdesign.com/resources-education/gamifying-your-website/ During recent years, the boundary between games and other systems and services has become increasingly blurred. This development can be seen to be bi-directional: On one hand, within games, users are increasingly subjected to decision making situations pertaining to outside-game concerns (especially with the...