International Conference on Information Society (I-Society 2014) 2014
DOI: 10.1109/i-society.2014.7009041
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Towards a sustainable gamification impact

Abstract: Gamification is defined as the use of game elements in a non-gaming context. It is been getting a lot of attention in recent years. However, the number of research done on gamification is limited. One of the problems it faces is sustainability. Designers might overlook the elements that increase sustainability due to lack of a standard framework that contains the essential components to achieve that goal. This conceptual paper proposes a framework that aims to increase the sustainability of the desired impact … Show more

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Cited by 11 publications
(2 citation statements)
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References 16 publications
(33 reference statements)
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“…These results are in line with previous findings that interventions using gamification have the potential to increase engagement and intrinsic motivation [ 24 - 26 ]. In particular, our study confirms previous findings that participation in gamified interventions was associated with users’ engagement [ 27 - 30 ], enjoyment of activities [ 31 - 33 ], increased task performance [ 33 - 35 ], higher empowerment [ 27 ], learning [ 36 - 42 ], and more positive attitude [ 28 , 36 , 43 ].…”
Section: Discussionsupporting
confidence: 93%
“…These results are in line with previous findings that interventions using gamification have the potential to increase engagement and intrinsic motivation [ 24 - 26 ]. In particular, our study confirms previous findings that participation in gamified interventions was associated with users’ engagement [ 27 - 30 ], enjoyment of activities [ 31 - 33 ], increased task performance [ 33 - 35 ], higher empowerment [ 27 ], learning [ 36 - 42 ], and more positive attitude [ 28 , 36 , 43 ].…”
Section: Discussionsupporting
confidence: 93%
“…The research examines and investigates other gamification research to identify and apply motivational and engagement factors of human behavior in the newly proposed framework and demonstrated how these components work together to balance and design the best sustainable Gamified system experience for the user. [3] Finally, Barryl Herbert, Darryl Charles, Adrian Moore and Therese Charles present a new Gamified learning system called Reflex which takes into account learning variations in relation to learner motivation all with the ultimate goal to improve the design of future Gamified learning systems. The research starts by examining other research sources to identify gamification typologies, user types, temperaments and motivational drivers then proceeds to linking them together.…”
Section: Gamificationmentioning
confidence: 99%