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2014 47th Hawaii International Conference on System Science

Does Gamification Work? — A Literature Review of Empirical Studies on


Gamification
Juho Hamari Jonna Koivisto Harri Sarsa
School of Information Sciences, School of Information Sciences, School of Science,
University of Tampere University of Tampere Aalto University
juho.hamari@uta.fi jonna.koivisto@uta.fi harri.sarsa@aalto.fi

Abstract As a result, gamification is touted as a next


This paper reviews peer-reviewed empirical studies generation method for marketing and customer
on gamification. We create a framework for examining engagement in popular discussion (e.g. [45]). For
the effects of gamification by drawing from the instance, Gartner [19] estimates that over 50% of
definitions of gamification and the discussion on organizations managing innovation processes will
motivational affordances. The literature review covers gamify aspects of their business by 2015. Furthermore,
results, independent variables (examined motivational there is an increasing number of successful startups
affordances), dependent variables (examined whose entire service is focused on adding a gamified
psychological/behavioral outcomes from gamification), layer to a core activity (e.g. Codecademy, a service that
the contexts of gamification, and types of studies uses game-like elements to help teach users how to
performed on the gamified systems. The paper code), or who assist more traditional companies in
examines the state of current research on the topic and gamifying their existing services (e.g. Badgeville).
points out gaps in existing literature. The review The popular interest in gamification is also
indicates that gamification provides positive effects, reflected in an academic context: the number of papers
however, the effects are greatly dependent on the published on gamification is growing. Figure 1 gives
context in which the gamification is being an overview of the increase of writings on the topic. It
implemented, as well as on the users using it. The is especially noteworthy that the appearance of the
findings of the review provide insight for further term “gamification” in paper titles has been increasing
studies as well as for the design of gamified systems. even more rapidly than general search hits. This
suggests that gamification is becoming a more popular
subject for academic inquiry.
1. Introduction Despite the large amount of hits on the topic, there
is a dearth of coherent understanding on what kind of
During the last couple of years, gamification studies have been conducted under the term
[9][28][31] has been a trending topic and a subject to gamification, with which methods, what kinds of
much hype as a means of supporting user engagement results they yield, and under which circumstances.
and enhancing positive patterns in service use, such as Understanding whether gamification is effective is
increasing user activity, social interaction, or quality also a pertinent practical issue. A remarkably large
and productivity of actions [25]. These desired use number of firms now provide gamification services,
patterns are considered to emerge as a result of and investments are being made into gamification-
positive, intrinsically motivating [35], “gameful” related efforts. As any other hot marketing topic,
experiences [31] brought about by game/motivational gamification is discussed in length, for example, in the
affordances implemented into a service.

978-1-4799-2504-9/14 $31.00 © 2014 IEEE 3025


DOI 10.1109/HICSS.2014.377
industry chatter, largely based on anecdotal and and which methodologies have been used to study the
intuitive presumptions ranging from extremely effects.
negative to extremely positive perceptions. Thus,
empirical results on the effectiveness of gamification 3. Literature review
are in demand.
This paper contributes to the understanding of
gamification by reviewing the existing body of 3.1. Step 1: General database search
empirical research on the topic.
Searches were made in the following databases:
Scopus, ScienceDirect, EBSCOHost, Web of Science,
2. Conceptualizing gamification ACM Digital library, AISel, Google Scholar, and
Proquest. The search terms gamification, gamif*,
Gamification has been defined as a process of gameful and “motivational affordance” were used on
enhancing services with (motivational) affordances in all databases. The search terms were used for all fields
order to invoke gameful experiences and further (including title, abstract, keywords and full text), and
behavioral outcomes [31][25]. In defining all result types were included (Table 1). The middle
gamification, Huotari and Hamari [31] highlight the column in Table 1 contains all results, including non-
role of gamification in invoking the same scientific writings such as magazine articles, trade
psychological experiences as games (generally) do. publications etc. Thus, the figures in the column
Deterding et al. [9], on the other hand, emphasize that merely indicate the popularity of the subject.
the affordances implemented in gamification have to
be the same as the ones used in games, regardless of Table 1. Results from searched databases
the outcomes (Figure 2). However, it is unclear which Library Total number Peer-
affordances are unique to games as well as which of results reviewed
psychological outcomes can be strictly considered to papers*
stem from games. From the perspective of these EBSCOHost 399 17
definitions, there is room for a large variety of studies Proquest 3423 124
that could be framed as gamification. Therefore, one Web of Science 56 56
goal of this review is to explore what the actual Scopus 330 293
empirical works on gamification have been studying as
ScienceDirect 93 93
motivational affordances and psychological outcomes
Google Scholar 3480 N/A
(as well as behavioral outcomes).
ACM Digital 239 196
Nevertheless, conceptualizing gamification [31] in
library
the manner presented here allows us to connect the
AISel 30 30
concept to the literature on motivational affordances in
IS research (see [44]), and further, break down the * The true number of peer-reviewed papers in some
studies reviewed herein (Figure 2). of the databases is lower than reported, as the
results contain in some cases, for example, non-
peer-reviewed short articles published in academic
journals.
Figure 2. Gamification
3.2. Step 2: Focused searches
According to this conceptualization, gamification
can be seen to have three main parts: 1) the After the initial database searches to determine
implemented motivational affordances, 2) the resulting which databases provide results, focused searches in
psychological outcomes, and 3) the further behavioral the databases were conducted. Focused searches were
outcomes. Therefore, in this review we focus on performed with the following preliminary criterion:
examining 1) what motivational affordances the 1) peer-reviewed full paper published in an
reviewed studies have implemented as dependent international venue
variables, 2) what psychological outcomes have been After narrowing down the results to peer-reviewed
measured as possibly both independent and dependent studies, the following criteria were implemented and
variables, as well as 3) what behavioral outcomes have the search further refined by going through the results:
been measured as dependent variables. Furthermore, 2) empirical study included
we will investigate what services have been gamified, 3) research methods are explicated
4) paper studies clearly identifiable motivational
affordances

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5) the study was on gamification rather than on The papers were analyzed and categorized based on
full games the provided framework on gamification. The results of
The literature search proceeded with a screening of the analysis were gathered into a table (Appendix A).
the different databases in the following order (the
number in brackets indicates how many non-identical, 4. Results
new papers were found from each library): 1) ACM
Library (13), 2) Scopus (5), 3) ScienceDirect (2), 4)
AISel (2), and 5) Google Scholar (1). The rest of the Altogether 24 empirical studies were examined in
databases provided previously found results. Most the literature review. Though not always explicitly
papers were published in various computer stated, the high-level research question shared between
science/HCI conference proceedings. A few studies the papers was: Does gamification work? The
were specifically on gamifying learning and were gamification implementations varied between the
published in venues such as Computer in Human studies in terms of what game-like motivational
Behavior and Computers and Education. Also, a few affordances had been implemented (section 4.1.).
papers had been published in management information Moreover, the measurement of effectiveness also
systems venues, such as Electronic Commerce varied from motivation and engagement-related
Research and Applications, European Conference on psychological outcomes to use behavior-related
Information Systems, and Management Science. outcomes (section 4.2.), and the studies yielded both
positive and negative results (section 4.3.) in a wide
variety of contexts (section 4.4.). The results were
3.3. Step 3: Additional searches through achieved using both quantitative and qualitative
references methods (section 4.5.). For a complete list on the
details of reviewed studies, see Appendix A, where
We further investigated the references of the studies are further grouped based on the motivational
initially found papers and the references made to those affordance [44] categories.
papers. With this method, 1 paper not covered in the
databases, yet highly relevant for the literature review, 4.1. Motivational affordances
was discovered.
The papers in the literature search (Steps 3.2. and
In accordance with Webster and Watson [40], we
3.3.) that did not satisfy the set criteria mostly divided
collected and combined the different motivational
into the following four categories:
affordances found in the studies into 10 different
1) conceptual papers
motivational affordance categories, based on the
2) engineering papers describing a system being
terminology used in the reviewed papers.
engineered (without evaluation)
Table 2 indicates the relatively large variety of
3) gamification was mentioned in the text in
different elements tested in the empirical studies,
passing and the actual substance was not
although points, leaderboards, and badges [26] were
gamification-related
clearly the most commonly found variants.
4) short papers/research-in-progress/extended
abstracts
Table 2. Tested motivational affordances
After performing the three steps of the literature
Affordance Included in the study
search, 24 peer-reviewed, empirical research papers on
Points [4][13][15][16][23][27][34]
gamification were identified for the review. The full
list of the chosen papers can be found in Appendix A. [37][41]
Leaderboards [4][10][13][15][16][21][23]
[27][37][41]
3.4. Step 4: Analysis Achievements/ [2][8][10][17][20][22][25][27]
Badges [34]
In order to incorporate our discussion on the Levels [11][15][16][21][27][37]
definition of gamification into our results, we combine
Story/Theme [12][18][21][23][33][36]
the model of motivational affordances in ICT [44] with
Clear goals [11][27][33][32]
a modified version of the concept matrix presented by
Feedback [4][11][21][27][32][33]
Webster and Watson [40] as a way of systematically
collecting and analyzing the different motivational Rewards [12][18][33][36]
affordances and resulting outcomes. Progress [14][18][27][33]
Challenge [4][13][18][21][23][27][33]

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4.2. Psychological and behavioral outcomes The findings of the fully qualitative studies as well
as the qualitative results of the mixed methods papers
Table 3 shows that most of the studies examined consisted of both positive and negative perceptions
behavioral outcomes. These studies mainly used regarding the studied gamification implementations.
experiments or statistical analyses from existing Positive experiences from gamification (e.g. on
services or implementations designed by the engagement and enjoyment [34][11][33]) were
researchers. Furthermore, use intentions were reported in all of the studies. At the same time,
investigated through survey methods. however, the same aspects were most often disliked by
Studies investigating psychological outcomes some respondents in the study.
mostly focused on aspects such as motivation, attitude
and enjoyment. These studies used either evaluative Table 4. Effects reported in quantitative studies
interviews or questionnaires. Currently, only one study Results Paper
[27] has used validated psychometric measurements. All tests positive [13][37]
Part of the tests [8][10][12][14][15][16][18]
Table 3. Studied outcomes positive [22][23][25][27][32][33]
Dependent Paper All tests not -
variable significant
Psychological [4][8][10][11][12][17][18][21] Only descriptive [2][4][17][20][21][36][41]
outcomes [27][33][34][41] statistics
Behavioral [2][4][8][10][11][13][14][15]
outcomes [16][17][18][20][21][22][23] 4.4. Contexts of gamification
[25][27][32][33][36][37]
Context of gamification refers to the core service or
4.3. Reported results an activity being gamified. As shown in Table 5, the
range of contexts where the studies were performed
According to a majority of the reviewed studies, was wide. Gamification of education or learning was
gamification does produce positive effects and the most common context for the implementations.
benefits. Table 4 displays the reported findings of the Most of the papers gamifying work were conducted in
quantitative studies. Most of the reviewed papers crowdsourcing systems.
reported positive results for some of the motivational All of the studies in education/learning contexts
affordances of the gamification implementations considered the learning outcomes of gamification as
studied. Only two studies found all of the tests positive. mostly positive, for example, in terms of increased
Many of the quantitative papers were descriptive in motivation and engagement in the learning tasks as
nature. Naturally, descriptive papers are not inferential well as enjoyment over them. However, at the same
and, therefore, not able to infer about the effect of time, the studies pointed to negative outcomes which
gamification per se. Thus, even though the need to be paid attention to, such as the effects of
implementations might have been received positively increased competition [22], task evaluation difficulties
by the users, no actual effects are reported. [10], and design features [11][10].
Regarding the partially positive results, studies did Three out of four studies which studied intra-
discuss why some of the expected results could not be organizational systems, investigated the gamification
established. For instance, the largest studies in the of the same IBM’s Beehive system at different stages
review ([25][32]) reported that gamification might not [15][16][37]. The main results from these studies
be effective in a utilitarian service setting, but instead indicate that gamification has a positive effect on some
engagement by gamification can depend on several users for a short time [16].
factors, such as the motivations of users (see [29]) or Surprisingly, none of the studies were explicitly
the nature of the gamified system. conducted in a marketing context (perhaps excluding
Complementary to the above findings, some studies [25][12]), although gamification has been especially
showed that the results of gamification may not be touted as a potential marketing strategy. However, if
long-term [25][15][16], but instead could be caused we look at the dependent variables across the studies,
due to a novelty effect. However, it also seems that they largely pertain to the increase in and quality of the
removing gamification might have detrimental effects service/system use, which are considered as highly
[37] to those users who are still engaged by important marketing metrics. Thus, the results of the
gamification, possibly due to loss aversion from losing studies suggest implications for managerial and
e.g. earned badges and points [24]. business purposes regarding effects on engagement and

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use activity. However, no paper seemed to infer about behavioral outcomes was provided and the studies
the relationship between gamification and purchase categorized on the basis of the framework.
behavior. Answering the question posed in title of the paper,
Does gamification work?, the literature review
Table 5. Contexts of the studied implementations suggests that, indeed, gamification does work, but
Context Paper some caveats exist. The majority of the reviewed
Commerce [25] studies did yield positive effects/results from
Education/learning [4][8][10][11][17][22][23] gamification. However, as can be seen from Table 4,
[33][36] most of the quantitative studies concluded positive
Health/exercise [27] effects to exist only in part of the considered
Intra-organizational [14][15][16][37] relationships between the gamification elements and
systems studied outcomes. Further, the studies that investigated
Sharing [34] gamification qualitatively revealed that gamification as
Sustainable [21] a phenomenon is more manifold than the studies often
consumption assumed. These observations suggest that some
Work [2][13][18][20] underlying confounding factors exist. Most
Innovation/ideation [32][41] prominently, the studies bring forth two main aspects:
1) the role of the context being gamified, and the 2)
Data gathering [12]
qualities of the users. We discuss these issues in more
detail in the sub-section on further research avenues
4.5. Types of studies (section 5.2.).
The literature review also revealed that more
Table 6 reports the types of studies based on the rigorous methodologies ought to be used in further
methodology used in the study. As indicated in Table research on gamification. Methodological limitations
6, most of the studies were quantitative. Fully and suggestions for avoiding the pitfalls of current
qualitative studies were in the minority. The review studies in future research are presented (section 5.1.).
indicates that the research on gamification has The limitations of this review are also considered in
currently focused on using usage data and inferring section 5.3.
about user behavior directly.
5.1. Methodological limitations in the reviewed
Table 6. Types of studies
studies
Method Paper
Qualitative* [11][34]
Several shortcomings could be identified during the
Quantitative** [2][4][8][10][12][13][14][17]
literature review: 1) the sample sizes were small in
[18][20][22][25][27][32][36]
some studies (around N=20), 2) proper, validated
[37][41]
psychometric measurements were not used (when
Mixed [15][16][21][23][33]
surveying experiences and attitudes), 3) some
methods***
experiments lacked control groups and relied solely on
* including interviews and other qualitative user evaluation, 4) controls between implemented
observations motivational affordances were often lacking and
** including experiments, log data analyses and multiple affordances were investigated as a whole (i.e.
quantitative questionnaires. no effects from individual motivational affordances
*** usually include a larger quantitative part and,
could be established), 5) many presented only
for example, user interviews or forum discussion descriptive statistics although they could have easily
analyses
also inferred about the relationship between constructs,
6) experiment timeframes were in most cases very
5. Discussion short (novelty might have skewed the test subjects'
experiences in a significant way), and 7) there was a
In this paper, the current efforts in empirical study lack of clarity in reporting the results. 8) No single
of gamification have been broken down into study used multi-level measurement models including
components in order to structurally analyze the results all motivational affordances, psychological outcomes,
and state of the research. A conceptual framework for and behavioral outcomes. Further studies should
gamification based upon the 1) motivational especially try to avoid these pitfalls in order to refine
affordances, 2) psychological outcomes, and 3) further the research on gamification.

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5.2. Avenues for future research Hamari [25] suggests that sporadic nature of usage
might not be compatible with persistent gameful
The present studies on gamification and affordances as the users might not spend enough time
motivational affordances suggest that the context of the within the service in order to become interested in
service might be an essential antecedent for engaging them.
gamification. In some of the reviewed studies, similar Furthermore, the freeform feedback collected from
considerations were expressed (e.g. [37][34][25]). For the participants in several of the studies contained
example, Hamari [25] suggested that services oriented isolated comments where certain motivational
towards strictly rational behavior, such as e-commerce affordances (which otherwise received positive
sites, might prove to be challenging systems to be comments) were felt as negative (such as ones
gamified as the users could be geared towards encouraging competition), lending credence to the idea
optimizing economic exchanges. that different player types experience the same
Triangulating from self-determination theory [7] as affordances differently [31].
well as from the traditional definitions of games [3],
both suggest that outside pressures (such as extrinsic 5.3. Limitations of this literature review
rewards) undermine intrinsic motivations (see e.g. [6])
and hence would in essence undermine gamification Gamification as an academic topic of study is
which is an attempt to afford for the emergence of relatively young, and there are few well-established
intrinsic motivations. theoretical frameworks or unified discourses. In this
The understanding of the contextual factors would literature review, only studies explicitly concerned
benefit from considering the following theoretical with gamification and motivational affordances were
perspectives: (1) the social environment: theory of included. Thus, the paper is limited with regards to
planned behavior [1] states that the voluntariness of reporting research that has been done on other subjects
carrying out a task is one of the main antecedents for conceptually or theoretically close to gamification (e.g.
attitude formation and behavior; (2) the nature of the studies on intrinsic motivations) or similar with regards
system: is the system in question utilitarian or hedonic to measured outcomes. Also, there are potentially
in nature [5][39]; and (3) the involvement of the user: studies that investigate similar phenomena, but discuss
is it cognitive or affective in nature [43]. it with different terms, and thus, were difficult to find.
The impact of the context of the gamified system Here we relied on the selection criteria where the
could be examined by experimental conditions. By empirical papers were clearly studying the effects of
implementing certain motivational affordances and implementation of game-like mechanics. Therefore, the
holding them constant while varying the nature of the present paper provides a close look on the research
underlying service could give insight into how the being done on the topic of gamification particularly.
context affects the outcomes of the gamification. Since the motivational affordances,
Furthermore, in many of the reviewed papers, user behavioral/psychological outcomes as well as the
qualities were believed to have an effect on attitudes methodologies varied greatly between the studies,
towards gamification [25][13][27][34], thus explaining formal meta-analysis [30] could not be conducted.
why in certain environment or only with certain users, Furthermore, many of the studies used qualitative
gamification had significant effects. As previous works methods. As the research on gamification progresses,
on player motivations suggest, people in fact interact care should be taken to ensure that future results are
with game-like systems in different manners, and for more comparable. This can partly be ensured if future
different reasons [29][42][38]. Thus, the experiences studies will build upon the previously well executed
created by the gamifying motivational affordances are inferential studies with either proper experiments or
also likely to vary [31]. proper psychometric measurements and adequate
Eickhoff et al. [13] mention the emergence of samples, such as [25][15][27][32][8].
distinct "worker types" in their service, which gamified
crowdsourced relevance assessments. In addition, the
series of studies done on gamifying IBM's Beehive
Acknowledgements
social networking service [15][16][37] also note that
the users fell into distinct behavioral patterns: for This study was supported by the Finnish Cultural
example, some users wanted to be at the very top of the Foundation as well as carried out as part of a research
leaderboard, while for others it was enough to simply project (40311/12) funded by the Finnish Funding
appear on the leaderboard, regardless of ranking. Agency for Technology and Innovation (TEKES).

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Appendix

Appendix A. Studied motivational affordances and psychological/behavioral outcomes


Paper Core service / Motivational Motivational Psychological Behavioral Results Type of Methods used N Source
activity category affordances outcomes outcomes study in study
[2] Question and Cognitive Badges Site - Quantitative Statistical n/a ACM
answer participation, analysis
website steering
behavior
[4] Multiple Cognitive, Points, Enjoyment, Impact on - Quantitative Implementation, 76 AISel
choice quiz social, feedback, engagement learning questionnaire
software tool emotional leaderboard, (usefulness)
time
constraints
(challenge)
[8] Online Cognitive Badges Enjoyment, Level of Partially Quantitative Implementation, 1031 ACM
learning tool attitude participation positive experiment,
towards and quality questionnaire
badges of
participation
[10] E-learning Cognitive, Leaderboard, Attitude Learning Partially Quantitative Implementation, 195 ScienceDirect
platform emotional, badges towards outcomes positive experiment
social gamification
[11] Learning to Cognitive Clear goals, Engagement, Effectiveness - Qualitative Implementation, 11 ACM
use Adobe challenge, fun of learning interviews

3032
Photoshop feedback,
levels,
story/theme
[12] Survey Cognitive, Narrative, Satisfaction, Response Partially Quantitative Implementation, 1007 ScienceDirect
emotional avatars engagement patterns positive experiment,
(story/theme), survey
rewards
[13] Crowdsourced Cognitive, Points, Intrinsic vs. Quality of Positive Quantitative Implementation, 795 ACM
document social leaderboard, extrinsic completed experiment,
relevance challenge motivation to tasks, task analysis of use
assessments complete completion data
tasks speed
[14] Community- Cognitive Progress Amount of Partially Quantitative Implementation, 161 Scopus
based course content positive experiment
recommender contributed
system
[15] A company's Cognitive, Points, levels, Amount of Partially Mixed Implementation, 421 Through
internal social social leaderboards content positive methods experiment, references
networking contributed / analysis of use
system users data, forum
contributing discussion
analysis
[16] A company's Cognitive, Points, levels, Amount of Partially Mixed Implementation, 6/n/a ACM
internal social social leaderboards content positive methods experiment,
networking contributed, analysis of use
system type of data, interviews
content
distributed
(in relation
to their point
value),
individual
users'
contribution
amounts
[17] A mobile Cognitive, Achievements, Perceived Exploration - Quantitative Implementation, 26 ACM
information emotional clear goals added value of the questionnaire
application of campus
for new gamification, while
university fun interacting
students with the
application
[18] Various Cognitive Challenge, Enjoyment of Quality of Partially Quantitative Implementations, 12 ACM
calibration progress bar, gamified collected positive survey
tasks story/theme, activity calibration
levels, data
rewards
[20] Question and Cognitive Badges Behavior - Quantitative Statistical 4/n/a ACM
answer change due analysis
website to receiving
badges
[21] Conserving Cognitive, Story/theme, Social Change in - Mixed Implementation, 6 ACM
energy in social challenge, motivation relative methods analysis of use
homes levels, energy data, interviews
feedback, consumption
leaderboards
[22] Online Cognitive Badges Impact on - Quantitative Implementation, 281 Scopus
learning time experiment
environment management,
carefulness
and
achieving
learning
goals
[23] Virtual human Cognitive, Leaderboard, Difference in Number and Partially Mixed Implementation, 20, 10 ACM
patients for emotional narrative users’ duration of positive methods experiment, in
training (story/theme), approach to interactions examination of control
healthcare deadline virtual patient with virtual initial responses group

3033
students (challenge) interaction patients,
likelihood of
voluntary
participation
to a virtual
patient
interaction
[25] Peer-to-peer Cognitive, Badges, clear Social Amount and Partially Quantitative Implementation, 3234 Scopus
trading social goals comparison, quality of positive experiment, 2x2-
service clear goals user design, analysis
activities of use data
[27] Gamified Social, Badges, Network Intentions to Partially Quantitative Survey, 107 AISel
exercise emotional leaderboards, effects, social use, positive psychometric
social levels influence, intentions to and econometric
networking recognition, recommend measurement,
service reciprocal structural
benefits, equation
attitude modelling
towards the
service
[32] Computer- Cognitive Goals, Performance Partially Quantitative Implementation, 260 Scopus
mediated idea feedback (in idea positive experiment, 2x2-
generation generation) design
environment
[33] Learning to Cognitive Story/theme, Engagement, Task Partially Mixed Implementation, 14 ACM
use AutoCAD clear goals, enjoyment performance positive methods analysis of use
feedback, data, interviews
challenge,
rewards
[34] Mobile photo Cognitive Achievements, Motivation - Qualitative Implementation, 20 ACM
sharing points experiment,
service interviews
[36] Library Cognitive Story/theme, Increasing Partially Quantitative 2 388/52 Scopus
service and rewards knowledge positive implementations,
library about the surveys
orientation library, its
services and
resources,
teaching
library skills
[37] A company's Cognitive, Removal of Total Positive Quantitative Implementation, 3486 ACM
internal social social, game elements number of experiment,
networking emotional (points, contributions analysis of use
system leaderboard, of various data
levels) content types
[41] Online idea Cognitive, Points, Motivation, - Quantitative Implementation, 30 Google
competition social leaderboards degree of online survey Scholar
happiness,
flow,
enjoyment,
task
involvement

3034

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