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Journal of Business Research 106 (2020) 323–330

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Journal of Business Research


journal homepage: www.elsevier.com/locate/jbusres

Gamification and the impact of extrinsic motivation on needs satisfaction: T


Making work fun?

Robert Mitchell , Lisa Schuster, Hyun Seung Jin
QUT Business School, Advertising, Marketing and Public Relations, Queensland University Technology, 2 George Street, Brisbane, Queensland 4001, Australia

A R T I C LE I N FO A B S T R A C T

Keywords: Despite the proliferation of gamification in the workplace, little is known about the contextual factors that
Gamification contribute to its efficacy and impact on employee engagement and organizational productivity. Employing self-
Intrinsic motivation determination theory, this research investigates the impact of extrinsic motivation, such as social pressure or
Extrinsic motivation internalized guilt, on employees' psychological needs satisfaction and behavioral intention. A survey (n = 291)
Workplace
across multiple industries shows extrinsic motivation can decrease employees' autonomy and competence needs
Employee
Self-determination theory
satisfaction, but when extrinsic motivation is internalized (such as through perceived personal value) it can
support needs satisfaction, intrinsic motivation, and behavioral intention. For managers, these results indicate
that beyond being enjoyable, sustainable gamification design should provide benefits that are meaningful to and
valued by employees. While it is acknowledged that further research is required, this study provides a basis for
deeper understanding of how gamification works as the first to empirically examine the role of extrinsic mo-
tivation.

1. Introduction potential of these features to amplify extrinsic motivation (such as fear


of reprisal or social pressure) with some employees finding the practice
In the face of changing modern workplaces and the challenges these publicly embarrassing and essentially an “electronic whip” (Lopez,
create for employee retention (Dobre, 2013; Ertürk & Vurgun, 2015), 2011).
gamification has been positioned as the long sought-after solution to To explore of the ethicality of gamification and its potential prac-
dwindling employee engagement (Hamari, Huotari, & Tolvanen, 2015; tical implications, this study investigates the relationship between ex-
IEEE, 2014). The gamification application Evaluagent, for example, trinsic workplace pressures and gamification outcomes. Informed by
provides a goal-orientated framework that enables managers to set self-determination theory (SDT) (Deci & Ryan, 2002) and organismic
tasks and then virtually reward employees who pursue and complete integration theory (OIT) (Deci & Ryan, 1985), we seek to examine
these tasks. Although research into gamification applications for busi- whether gamification undermines the inherent intrinsic motivation to
ness largely supports their positive impact on a range of behavioral perform work tasks (such as for personal satisfaction or enjoyment)
antecedents and outcomes (Hamari, Koivisto, & Sarsa, 2014; Oprescu, with extrinsic motivation (such as for reward or social pressure), and
Jones, & Katsikitis, 2014), concerns as to the (unintended) negative and whether this impacts employees' needs satisfaction and intentions to
ethical consequences of gamification in this environment have been perform these tasks in the future. We conduct an online quantitative
raised (Bogost, 2013; Kim & Werbach, 2016). For instance, while survey (n = 291) of gamification users across a variety of workplace
common gamification elements such as points and badges (Hamari and application contexts. The results of this survey are used to in-
et al., 2014) are an integral part of the motivational pull or appeal of vestigate four hypotheses outlined in detail in the literature review
voluntary games (Peng, Lin, Pfeiffer, & Winn, 2012), in the workplace section.
these elements may be interpreted as a means of control (Callan, Bauer, Such an investigation of the potential downsides of gamifying
& Landers, 2015; Korn & Schmidt, 2015). Case studies of gamification workplaces is important given extrinsic motivation's capacity to un-
in the workplace, such as the adaptation of leaderboards to track task dermine intrinsic motivation (Callan et al., 2015; Mekler, Brühlmann,
speed in the laundry departments of Disneyland Resorts, illustrate the Opwis, & Tuch, 2013; Thom, Millen, & DiMicco, 2012) and cause

Non-standard abbreviations: OIT, organismic integration theory; PENS scale, player experience of need satisfaction scale; RPG, role playing game; SDT, self-
determination theory

Corresponding author.
E-mail addresses: r20.mitchell@qut.edu.au (R. Mitchell), lisa.schuster@qut.edu.au (L. Schuster), hs.jin@qut.edu.au (H.S. Jin).

https://doi.org/10.1016/j.jbusres.2018.11.022
Received 15 November 2017; Received in revised form 13 November 2018; Accepted 14 November 2018
Available online 22 November 2018
0148-2963/ © 2018 Elsevier Inc. All rights reserved.
R. Mitchell et al. Journal of Business Research 106 (2020) 323–330

employee distress and increased turnover (Gagné et al., 2010). That is, Rubio, & Sheldon, 1997), extrinsic motivation is not without behavioral
if gamification facilitates extrinsic motivation to perform work tasks impact (Cerasoli, Nicklin, & Ford, 2014).
through rewards that are not meaningful to employees or through social A central tenant of SDT is that psychological needs satisfaction re-
pressure, it may be detrimental to employees' intrinsic motivation to sults in intrinsic motivation (Deci & Ryan, 1991). SDT identifies these
work despite initial organizational benefit (Kim & Werbach, 2016). In needs as competence (the need to feel challenged but capable of mas-
this case, the potential for employee and regulatory backlash could be a tering that challenge), autonomy (the need to possess causal agency and
significant barrier to continued implementation of gamification in the freedom of choice), and relatedness (the need to interact and mean-
workplace (Korn & Schmidt, 2015). Notwithstanding these notable ingfully connect with others) (Deci & Ryan, 2002). Generally, psycho-
implications and extensive discussion of intrinsic and extrinsic moti- logical needs satisfaction has been found to predict continued perfor-
vation in gamification research, empirical studies of these behavioral mance of behavior, mental well-being, and the quality of effort exerted
antecedents remain scarce (Seaborn & Fels, 2015). This research thus across a wide variety of domains (Deci & Ryan, 2008a; Sheldon, Elliot,
contributes to an improved understanding of the mechanisms under- Kim, & Kasser, 2001). In a work context, employee needs satisfaction is
pinning gamification's impact on behavior as well as the potential ne- an important indicator of the psychological health of the workplace
gative effects of gamification as called for by the literature (Koivisto & (Broeck, Vansteenkiste, Witte, Soenens, & Lens, 2010). Needs satisfac-
Hamari, 2018; Mekler, Brühlmann, Tuch, & Opwis, 2017; Mitchell, tion is positively associated with employee well-being, positive atti-
Schuster, & Drennan, 2017). tudes, and improved performance as well as reduced turnover (see
Gagné & Deci, 2005; Van den Broeck, Vansteenkiste, De Witte, & Lens,
2. Literature review 2008).
Psychological needs satisfaction is associated with intrinsic moti-
While it is broadly accepted that gamification, which is “the use of vation and increased video game play (Ryan, Rigby, & Przybylski,
game design elements in non-game contexts” (Deterding, Dixon, 2006). This research draws upon a sub-theory of SDT known as cog-
Khaled, & Nacke, 2011, p. 1), impacts behavior, debate remains as to nitive evaluation theory (CET), which proposes that a behavior's in-
how exactly this is achieved (Hamari et al., 2014; Hamari & Koivisto, trinsic motivational pull is determined by its capacity to facilitate
2014). In fact, one of the most common criticisms of gamification re- competence and autonomy needs satisfaction (Deci & Ryan, 1985;
search is its focus on whether—to the exclusion of how—gamification Vansteenkiste, Niemiec, & Soenens, 2010). CET suggests that game
can modify behavior (Deterding, 2014; Lewis, Swartz, & Lyons, 2016; design elements that facilitate greater competence needs satisfaction
Mekler et al., 2017; Seaborn & Fels, 2015). This gap in knowledge has (such as supportive feedback) and greater autonomy needs satisfaction
made it difficult to achieve consensus on whether gamification's impact (such as player choice) will facilitate intrinsic motivation (Frederick &
on users is positive or negative and to predict its efficacy in new con- Ryan, 1995; Vallerand & Reid, 1984). Conversely, game design ele-
texts (Mekler et al., 2013). ments that reduce feelings of competence and autonomy, such as ne-
Understanding the mechanisms that underpin gamification's impact gative feedback or controlling rewards, can decrease intrinsic motiva-
on behavior has thus been the focus of recent gamification research tion (Deci, Koestner, & Ryan, 1999; Deci & Ryan, 1985; Vallerand &
(Seaborn & Fels, 2015). Some researchers espouse the view that, similar Reid, 1984). This has important implications for behavior change given
to the motivational pull of video games, gamification appeals to users as that research in contexts such as exercise (Schneider & Kwan, 2013)
it provides greater flow, balancing challenges to create focused en- and work (Arshadi, 2010), suggest that intrinsic motivation mediates or
gagement (Hamari & Koivisto, 2014). Others have suggested gamifi- partially mediates the relationship between needs satisfaction and be-
cation leverages the appeal of escapism, making behaviors or tasks havioral intention. While most research in video game settings has fo-
different and novel (Przybylski, Weinstein, Ryan, & Rigby, 2009). cused on competence and autonomy needs on the basis of CET, relat-
However, since in practice most gamification applications are not fully- edness needs satisfaction has also been found to increase intrinsic
fledged games, but rather elements of games such as points, leader- motivation in video games (Ryan et al., 2006).
boards, and badges (Hamari et al., 2014), the most widely accepted On this basis, the following hypotheses are proposed in accordance
explanation for the behavioral impact of gamification is that it can with SDT and CET:
create intrinsically motivating game-like experiences (Hamari, 2017).
H1. The satisfaction of autonomy, competency, and relatedness needs
This view is based on the concept of motivational affordance, or the
will positively influence intrinsic motivation.
properties of an object that determine whether and how it can support
motivational needs (Zhang, 2008). In a gamification context, this is best H2. Intrinsic motivation will (a) mediate the relationship between
understood as the application of identified sources of video games' psychological needs satisfaction and behavioral intention and (b)
motivational affordance (game design elements such as point scoring) positively influence behavioral intention.
to increase the motivational pull of the target behavior (Deterding
While theory and past SDT research largely support these hy-
et al., 2011). To examine this process gamification research has largely
potheses (Ryan et al., 2006), the links between psychological needs
drawn on SDT, a macro theory of human motivation concerned pri-
satisfaction, intrinsic motivation, and behavior in gamification research
marily with the drive to satisfy innate psychological needs (Deci &
have not always been consistent. Peng et al. (2012) found that in-
Ryan, 2002; Deterding, 2015).
troducing game design elements such as avatar customization and in-
teractive feedback increased autonomy and competence satisfaction as
2.1. Needs satisfaction and intrinsic motivation
well as intrinsic motivation. Sailer, Hense, Mayr, and Mandl (2017)
found that game design elements resulted in competency and related-
SDT emerged from research into the differences between in-
ness needs satisfaction, but not autonomy needs satisfaction. In con-
trinsically and extrinsically derived motivation (Deci, 1971). Intrinsic
trast, Mekler et al. (2017) found that although the addition of perfor-
motivation refers to sources of motivation inherent to a behavior, such
mance features resulted in increased performance on an image
as enjoyment, engagement in a task, or the capacity of the task to
annotation task, it had no impact on competency needs satisfaction or
provide opportunities for cognitive and social development (Deci &
intrinsic motivation. While Mitchell et al. (2017) did not examine
Ryan, 2002). Conversely, extrinsic motivation refers to motivation ex-
psychological needs satisfaction, they found that even though the use of
ternal to the behavior (Deci & Ryan, 2002) and is usually derived from
a gamified fitness application increased exercise it had no impact on
the outcomes of the behavior, such as rewards, punishments, or social
intrinsic motivation. Interestingly, Hanus and Fox (2015) found that in
pressure (Ryan & Deci, 2000). Although intrinsic motivation is a more
a classroom environment, gamification may actually undermine
powerful driver of behavior (Grant, 2008; Ryan, Frederick, Lepes,

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autonomy needs satisfaction resulting in a decrease in both intrinsic examined empirically in the video game or gamification context to date,
motivation and behavioral outcomes. on the basis of the aforementioned extant research it is hypothesized:
From these findings, some researchers highlight the possibility that
H3. An externalized regulatory style (external and introjected
gamification's behavioral impact may not stem from the facilitation of
regulation) will negatively influence autonomy, competence, and
psychological needs satisfaction and promotion of intrinsic motivation,
relatedness needs satisfaction.
but rather from being a source of extrinsic motivation (e.g., Korn &
Schmidt, 2015; Mekler et al., 2017; Mitchell et al., 2017). Even in cases H4. An internalized regulatory style (identified regulation) will
where the game design elements employed (artefactual affordance) act positively influence autonomy, competence, and relatedness needs
as intrinsic motivational affordances, contextual extrinsic pressures satisfaction.
(situated affordance) may still have a significant impact on gamifica-
tion's capacity to achieve needs satisfaction (Deterding, 2011). There-
fore, to better understand the way in which gamification works, it is 3. Method
vital to move beyond the current focus on intrinsic motivation and
examine in greater detail the role of extrinsic motivation in gamifica- 3.1. Sample
tion outcomes.
An online self-administered survey was conducted with 291 in-
2.2. External motivation and regulatory styles dividuals who were either currently using a gamification application in
a workplace context or had used such an application in the last three
Extrinsic motivation can be a powerful driver of behavior, but it is months. The focus on current and recent users of gamification appli-
most effective when the extrinsic incentives are aligned with an in- cations in the workplace reduces the potential for recall bias.
dividual's own self-determined values, identity, and personal goals Respondents were recruited through Mechanical Turk (mTurk) by
(Ryan & Deci, 2000). OIT is a sub-theory of SDT concerning the way in Amazon and offered a payment of US$0.60. Concerns have been raised
which external pressures are internalized and extrinsic motivation be- regarding the validity of samples recruited online from crowdsourced
comes self-regulated and autonomous (Deci & Ryan, 1985). Rather than recruitment services, such as mTurk, owing to the potential for auto-
viewing extrinsic motivation as a dichotomous opposite to intrinsic mated “bot” participants and inattentive reporting (Fleischer, Mead, &
motivation, it proposes that extrinsic motivation can be interpreted Huang, 2015). However, when appropriate proactive steps are under-
through a continuum of regulatory styles differentiated by the degree to taken, such as timing task postings to correspond with average work
which the extrinsic motivation has been internalized (Deci & Ryan, hours in the United States and prohibiting multiple responses from the
2002). same IP address (Smith, Roster, Golden, & Albaum, 2016), mTurk
The most externalized motivation is external regulation, referring to samples are largely equivalent to those obtained through more tradi-
the motivation to engage in an activity to receive rewards or avoid tional recruitment strategies (Casler, Bickel, & Hackett, 2013). The
punishments. This might take the form of an employee using a gami- survey was hosted through the online survey tool Qualtrics and com-
fication application to receive virtual rewards or because they are re- prised 43 questions.
quired to do so to fulfill performance criteria. Although still externally
focused, introjected regulation has been partially internalized and re- 3.2. Measures
fers to the motivation to complete an activity out of guilt or ego in-
volvement. This might take the form of an employee using a gamifi- Respondents were instructed to only consider one specific gamifi-
cation application to avoid the guilt of disappointing a manager. cation application when addressing questions throughout the survey.
Identified regulation is internalized as the individual identifies with the The key variables were measured using contextualized versions of three
value or meaning of the task. This might take the form of an employee pre-validated scales: the player experience of need satisfaction (PENS)
using a gamification application because of the benefit it brings to scale (Ryan et al., 2006), the multidimensional work motivation scale
them. Finally, integrated regulation refers to a level of internalization (Gagné et al., 2015) and a behavioral intention scale (Cronin, Brady, &
that causes the value of an activity to become integrated into the in- Hult, 2000). Each variable was measured using a 7-point Likert scale,
dividual's sense of self. This might take the form of an employee using a weighted from strongly disagree to strongly agree. Both the order of the
gamification application because they feel that using the application scales and the order of items within each scale were randomized to
reflects their personal commitment to improved performance. Of note, reduce the impact of presentation effects (Murdock, 1968).
identified regulation and integrated regulation are still not intrinsic as This study used three item measures of relatedness, autonomy, and
they focus on the instrumental or functional value of the behavior (Deci competency needs from the PENS scale. Example items include “I was
& Ryan, 2002). In addition, it is not uncommon to measure only able to use the app the way I wanted to use it” (autonomy), “I felt able
identified regulation or integrated regulation owing to difficulties in to meet the challenge of performing well in this app” (competence), and
psychometrically distinguishing these constructs (Vallerand et al., “I found the relationships I formed in this app important” (relatedness).
1992). In contextualizing the motivation at work scale (Gagné et al., 2015),
Deci and Ryan (1985) propose that the more internalized the reg- measures of integrated regulation were removed owing to difficulties in
ulatory style, the more autonomous the behavior. This is reflected in the psychometrically distinguishing this construct from identified regula-
associations between internalized regulatory styles (identified and in- tion, a common issue in OIT research (Vallerand et al., 1992). This scale
tegrated regulation) and continued performance of behavior in a was employed to measure intrinsic motivation as well as identified,
variety of contexts, including education (Miserandino, 1996), health- introjected, and external regulatory styles. Example items include “I use
care (Williams, Grow, Freedman, Ryan, & Deci, 1996), and exercise the app because other people say I should” (external), “I feel guilty
(Ryan, Patrick, Deci, & Williams, 2008). Internalized regulatory styles when I don't use the app” (introjected), “I value the benefits of using the
have been found to have a positive association with job satisfaction, app” (identified), and “I use the app because it's fun” (intrinsic). Finally,
well-being, and organizational commitment and a negative association Cronin et al.' (2000) behavioral intention scale was employed to assess
with distress and turnover intention in the workplace (Gagné et al., future use of the application as well as choice satisfaction. An example
2010). In contrast, externalized regulatory styles (external and in- item is “I will continue to use this app”. Given gamification is the ad-
trojected regulation) tend to crowd out needs satisfaction, thereby re- dition of scoring mechanisms to the targeted behavior itself (Deterding
ducing any inherent intrinsic motivation the behavior might have once et al., 2011), continuing use of the gamification application necessitates
inspired (Deci & Ryan, 2008b). While these relationships have not been continued performance of the target behavior. Use intention thus serves

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Table 1 the high correlation between autonomy and competency needs sa-
Gamification app distribution. tisfaction factors (r = 0.77, p < .001) within the PENS scale, average
App Name Frequency Percentage variance extracted (AVE) and maximum shared variance (MSV) were
calculated to assess discriminant validity (Fornell & Larcker, 1981). As
Habitica 63 21.6% the AVE for both autonomy (AVE: 0.53) and competency (AVE: 0.54)
Epic win 14 4.8%
were less than the MSV for both factors (MSV: 0.97) discriminant va-
To-doist karma 11 3.8%
Task hammer 11 3.8%
lidity could not be established. The autonomy and competency needs
Super better 11 3.8% factors were therefore combined into the “CET needs satisfaction”
Mind bloom 10 3.4% factor to reflect their association within CET.
Doable 6 2.1%
Fortune city 5 1.7%
Devhub 5 1.7%
Duolingo 5 1.7% 4.3. Hypotheses testing
Litmos 4 1.4%
Keas 4 1.4% Structural equation modeling (SEM) using the maximum likelihood
method was used to examine the structural model proposed by the
Apps with less than four users excluded.
hypotheses in AMOS 24.0. Results showed acceptable fit, with the fol-
lowing goodness of fit statistics: χ2(238) = 478.71 p < .001, com-
as a measure of behavioral impact.
parative fit index (CFI) = 0.93, standardized root mean square residual
(SRMR) = 0.06, and root mean square error approximation
4. Data analysis and results (RMSEA) = 0.06 [0.05, 0.07] (Browne & Cudeck, 1993). Standardized
path coefficients and significance levels are presented below as Fig. 1.
4.1. Sample characteristics Respondents who reported that the gamification application they
used satisfied their CET needs (autonomy and competency) exhibited
Of the 291 respondents, 68% were male. The mean age of re- higher levels of intrinsic motivation (γ = 0.87, t = 8.03, p < .001)
spondents was approximately 31 years old, with a range of 19 to toward using the gamification application, supporting H1. The sa-
62 years old. A large portion (46%) had attained a 4-year college degree tisfaction of relatedness needs, however, did not impact intrinsic mo-
or the equivalent. The most common industries in which respondents tivation (γ = 0.08, t = 1.04, p = .50). Consequently, the data partially
worked were information (17%), education services (12%), and finance supports H1.
or insurance (9%). The majority (75%) of respondents were currently The gamification application's satisfaction of CET needs (autonomy
using a gamification application, compared to those who has used an and competency) (γ = 0.47, t = 1.04, p = .29) or relatedness needs
application in the last three months but were no longer currently using (γ = −0.12, t = −1.77, p = .08) did not directly impact respondents'
that application (25%). intentions to use the gamification application. This suggests that CET
The most common reason for using the gamification application was needs satisfaction indirectly influences behavioral intention through
to improve productivity (32%), followed by tracking task completion/ intrinsic motivation, supporting the mediation hypothesis H2a. Intrinsic
compliance (19%) and education/training (16%). Gamification appli- motivation positively influenced respondents' intention to use the ga-
cation use was predominantly voluntary (88%). A wide variety of ga- mification application (γ = 0.54, t = 2.33, p = .02), supporting H2b.
mification applications were used by the sample (see Table 1), with the Respondents who reported higher levels of an external regulatory
majority (58.8%) of applications used by < 10 respondents. The most style when using the gamification application reported significantly
common application was Habitica (21.6%), followed by Epic Win lower levels of CET needs satisfaction from the gamification application
(4.8%). Both these applications gamify task completion through the (γ = −0.21, t = −2.46, p = .01), but significantly higher relatedness
tropes of role playing games (RPGs), allowing users to create their own needs satisfaction from the gamification application (γ = 0.25, t = 3.00
to-do lists and rewarding them with virtual items and experience points p < .01). In contrast, an introjected regulatory style when using the
to customize their player avatars once they have completed an activity. gamification application was not found to significantly influence CET
The flexibility these applications offer in setting tasks makes them at- needs satisfaction (γ = −0.08, t = −0.97, p = .33) or relatedness
tractive to organizations (Strohmeyer, 2014), with Habitica in parti- needs satisfaction (γ = 0.04, t = 0.54, p = .59) from the gamification
cular offering corporate plans that provide managers with more tools to application. As such, H3 was partially supported by the research.
direct and measure task completion (Habitica, 2018). Last, respondents who reported higher levels of an identified reg-
ulatory style when using the gamification application also reported
4.2. Descriptive analysis higher levels of both CET needs satisfaction (γ = 0.92, t = 9.58,
p < .01) and relatedness needs satisfaction (γ = 0.32, t = 9.13,
Means, standard deviations, Cronbach's Alpha coefficients and cor- p < .01) from the gamification application, supporting H4.
relations were calculated for each factor (see Table 2). All scales de-
monstrated acceptable internal consistency reliability (α > 0.7). Given

Table 2
Means, standard deviations, and latent construct correlations.
Alpha Mean SD 1 2 3 4 5 6 7 8

1 Identified 0.73 5.15 1.08 1


2 Introjected 0.86 3.60 1.59 0.21⁎⁎ 1
3 External 0.83 3.97 1.58 0.24⁎⁎ 0.58⁎⁎ 1
4 Autonomy 0.77 5.35 1.01 0.57⁎⁎ 0.03 0.02 1
5 Competency 0.77 5.37 0.97 0.56⁎⁎ 0.03 0.03 0.77⁎⁎ 1
6 Relatedness 0.81 4.84 1.25 0.60⁎⁎ 0.34⁎⁎ 0.42⁎⁎ 0.53⁎⁎ 0.53⁎⁎ 1
7 Intrinsic 0.73 5.32 0.98 0.58⁎⁎ 0.05 0.04 0.68⁎⁎ 0.66⁎⁎ 0.50⁎⁎ 1
8 Intention 0.78 5.47 0.94 0.56⁎⁎ 0.07 −0.05 0.71⁎⁎ 0.66⁎⁎ 0.42⁎⁎ 0.67⁎⁎ 1

⁎⁎
Significant at p < .01.

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R. Mitchell et al. Journal of Business Research 106 (2020) 323–330

0.92** 0.87**
(9.58) CET Needs (8.02) Intrinsic
Identified
Regulation Satisfaction Motivation

0.32** 0.47
(9.12) (1.04)

-0.08
(-0.98)
Introjected 0.54*
Regulation (2.33)

0.04
(.54)
0.08
(1.04)
- 0.21*
(-2.46)

External Relatedness Behavioral


Regulation 0.25** Satisfaction -0.12 Intention
(3.00) (-1.77)

Fig. 1. Research model of gamification use intention and antecedents χ2(238) = 478.71, p < .001, CFI = 0.93, SRMR = 0.06, and RMSEA = 0.06 [0.05, 0.07]
Note. ⁎⁎significant at p-value < .001; ⁎significant at p-value < .05; standardized coefficient and t-values in parentheses; insignificant paths are dotted.

5. Discussion et al., 1997). It also provides further support for CET's specification that
the impact of autonomy and competency needs satisfaction on beha-
This study shows employees, on the basis of their average PENS vioral intention is mediated by intrinsic motivation, which has also
result, reported that the gamification application they used in the been demonstrated in the video game context (Ryan et al., 2006).
workplace did satisfy their autonomy and competence needs and that Importantly, externalized regulatory styles were not unequivocally
this had a positive association with the intrinsic motivation to use the associated with reduced psychological needs satisfaction in this study,
gamification application (H1). This finding is consistent with findings as proposed on the basis of OIT (H3). The study shows that an in-
in the video game context (Ryan et al., 2006) and previous CET re- trojected regulatory style—the extent to which employees used the
search (Arshadi, 2010; Schneider & Kwan, 2013). However, it does gamification application because they would feel guilty if they did
contrast with findings in some contexts showing gamification does not not—had no effect on their psychological needs satisfaction from the
facilitate competency needs satisfaction and intrinsic motivation gamification application. In contrast, it was found that employees re-
(Mekler et al., 2017) or autonomy needs satisfaction (Sailer et al., porting higher levels of an external regulatory style—in that they used
2017), and may actually undermine autonomy needs satisfaction and the gamification application due to social pressure to gain a reward or
intrinsic motivation (Hanus & Fox, 2015). Considering most re- avoid punishment—experienced lower levels of autonomy and com-
spondents in the survey reported that their use of the gamification petency needs satisfaction from the gamification application. This
application was voluntary, in comparison to a prescribed classroom finding is consistent with OIT, which suggests that externalized reg-
activity (Hanus & Fox, 2015) or experimental condition (Mekler et al., ulatory styles create a mindset that behavior is being controlled by the
2017; Sailer et al., 2017), contextual autonomy may have influenced presence of social or other pressures (Deci & Ryan, 1985), undermining
this result. That is, in contexts where gamification applications are feelings of autonomy and competency. Interestingly—and contrary to
prescribed, thus restricting autonomy from the outset, gamification's expectations—an external regulatory style positively influenced relat-
capacity to satisfy autonomy needs may be compromised. edness needs satisfaction. This suggests that employees who felt as
This study also shows employees, on the basis of their average PENS though their behavior was being controlled by social pressures in their
result, reported that the gamification application they used did some- workplace may have perceived the relationships they formed through
what satisfy their relatedness needs. However, it was found that relat- gamification as being more meaningful. These employees, for instance,
edness needs satisfaction did not influence respondents' intrinsic mo- could feel more bonded or at least perceive the relationships formed to
tivation to use the gamification application (H1). This contradicts prior be more meaningful (at least in a business sense), owing to the shared
research in the video game (Ryan et al., 2006) and gamification (Sailer experience of feeling pressured to use the gamification application.
et al., 2017) contexts. CET research would suggest that, in general, Last, the internalized regulatory style of identified regulation was
thwarting of psychological needs satisfaction undermines intrinsic positively associated with psychological needs satisfaction in line with
motivation (Grolnick & Ryan, 1989). However, relatedness needs sa- OIT (H4). This suggests that when employees use workplace gamifica-
tisfaction is not necessary for the experience of intrinsic motivation in tion applications they feel provide them with useful benefits, these
the same way as autonomy and competency needs satisfaction (Deci & gamification applications are more likely to fulfill their autonomy,
Ryan, 1985), and so this finding is not necessarily in conflict with CET competence and relatedness needs. This is important given the research
research. Nonetheless, it is also possible that gamification applications also shows that satisfaction of autonomy and competence needs pro-
in the workplace may include fewer features contributing to relatedness motes intrinsic motivation and intention to use the gamification ap-
needs satisfaction, such as narrative, teammates, or communal goal plication and, by extension, the target behavior which has been gami-
sharing (Ryan et al., 2006; Sailer et al., 2017). Alternatively, it is pos- fied in the workplace.
sible that relatedness needs satisfaction may be less important to in-
trinsic motivation in a workplace context relative to more leisure or
5.1. Implications
social contexts like video game play.
Moreover, this study also shows that intrinsic motivation mediates
Broadly, this study provides further support for the importance of
the effect of autonomy and competence needs satisfaction on behavioral
intrinsic motivation in influencing behavior through gamification,
intention and positively influences behavioral intention (H2a, b). This
particularly within the workplace. Specifically, the extent to which
is consistent with the substantive body of research showing that in-
employees' experienced personal satisfaction or enjoyment from using a
trinsic motivation is a powerful driver of behavior (Grant, 2008; Ryan
gamification application positively influenced their behavioral

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intention to continue its use and, by association, the behavior targeted being designed to better monitor task adherence, its design (and how its
by the gamification application. This suggests that designing gamifi- benefits are communicated to the employees) should focus on making
cation applications that are enjoyable and interesting is key, un- the target behavior easier, more rewarding, and more engaging for the
surprisingly, to their sustainability and efficacy in the workplace. employee. Predicting how employee needs will be impacted by work-
This study also contributes to the evidence base for the utility of place innovation can be a challenge for managers, however, and so the
CET as a foundation for explaining how gamification works to achieve design of new workplace experience should be undertaken in colla-
behavioral outcomes. Specifically, it shows that when employees ex- boration, even co-design, with the employee users (Gruber, De Leon,
perience autonomy and competence needs satisfaction as a result of a George, & Thompson, 2015).
gamification application they exhibit higher levels of intrinsic motiva- Overall, these findings have important implications for the ethics of
tion and behavioral intention to use the gamification application. This gamification use, as they highlight the potential for gamification to
suggests that managers should develop gamification applications that diminish psychological needs satisfaction in situations where the use of
utilize game design elements that support autonomy and competence the gamification application is driven by perceived social pressures or
needs satisfaction. Sailer et al. (2017) suggest that badges, leader- rewards and punishments rather than utility. Given the importance of
boards, and performance graphs positively affect competence needs the satisfaction of these needs to the psychological health of a work-
satisfaction, and Peng et al. (2012) found that avatar customization, place (Broeck et al., 2010), the misuse of gamification may result in
player choice, and dialog options positively affect autonomy needs sa- negative outcomes for employees. This study also, however, provides
tisfaction. However, by highlighting the importance of needs satisfac- evidence of the capacity of gamification to support the satisfaction of
tion, the current study supports the call by existent literature (e.g. employees' psychological needs when its use is driven by perceived
Hamari et al., 2014; Seaborn & Fels, 2015) for additional research into personal benefit. Gamification implementation should thus always be
the specific game design elements that facilitate needs satisfaction. undertaken with both organizational and employee outcomes in mind.
The results only partially support the utility of SDT as a foundation The primary goal should be to create shared value. In this way, gami-
for explaining how gamification works to achieve behavioral outcomes, fication can maximize utility while avoiding the ethical criticisms that
as relatedness needs satisfaction was not found to influence intrinsic have been leveled at it in recent years (Kim & Werbach, 2016; Korn &
motivation or behavioral intention. However, it is possible that this Schmidt, 2015).
result is owing to the workplace context in which the study takes place;
it may be that satisfaction of the need to interact and meaningfully 5.2. Limitations and future research
connect with others (relatedness needs) is not as important in a work-
place context as in other leisure or social contexts, such as video games. The key limitation of this study is the use of data from multiple
This suggests that game design elements that support relatedness needs gamification applications. While the diversity of gamification applica-
satisfaction, like avatars, a meaningful narrative, and teammates (Sailer tions included in the study increases the cross-contextual relevance of
et al., 2017), may not be as important when designing gamification the results, the lack of large samples for each application limits the
applications for the workplace. However, future research that specifi- validity of any statistical comparison between the different applica-
cally tests this proposition is necessary. tions. This “artefactual affordance” may be equally important to the
Importantly, this study provides some empirical support for OIT's “situated affordance” examined by this study (Deterding, 2011), as
capacity to expand understanding of how gamification works to achieve needs satisfaction is the result of the interplay between internal and
behavioral outcomes. It was found that an external regulatory style can external factors (Deci & Ryan, 2002). Thus, future research into the
undermine psychological needs satisfaction through gamification. impact of extrinsic motivation on gamification should also explore the
Employees reporting higher levels of an external regulatory style—in impact of artefactual affordance.
that they used the gamification application due to social pressure to Moreover, due to the variety of workplace contexts examined in this
gain rewards or to avoid punishment—experienced lower levels of study and the limited sample sizes in any one individual workplace, this
psychological needs satisfaction from the gamification application. This study cannot meaningfully compare results across contexts. Exploring
finding could explain the limited or negative impact of gamification on the impact of differing contexts on a single specific gamification pro-
autonomy and competence needs satisfaction in studies such as those by gram would shed additional insight into the different ways that situated
Hanus and Fox (2015) and Mekler et al. (2017), where an external affordance can impact on gamification outcomes.
regulatory style was not examined; that is, respondents' external reg- Further, while this paper identifies extrinsic motivation as a critical
ulatory style could have undermined gamification's capacity to facil- variable for further assessment, it could not assess gamification's ca-
itate autonomy and competence needs satisfaction in these studies. pacity to change regulatory style or needs satisfaction. There is a crucial
Although this finding needs to be replicated, it provides a basis for need for longitudinal data to help demonstrate causality (Hanus & Fox,
improved understanding of the contention in the literature around ga- 2015). Consequently, further longitudinal studies into the impacts of
mification's ability to affect psychological needs satisfaction, and thus extrinsic motivation on gamification are warranted.
support intrinsic motivation as a means to achieve behavioral out- Additionally, the focus on current and recent users of gamification
comes. For managers seeking to implement gamification applications, limits the ability of this study to draw conclusions regarding the ante-
the finding suggests that care must be taken to ensure that game design cedences of gamification cessation. While this study captured data from
elements such as points and badges are interpreted as competency lapsed gamification users, future research should investigate the factors
supportive progress markers, rather than as means of reward and underpinning cessation of gamification applications in more depth.
punishment. Specifically, managers should avoid linking game By employing OIT, this paper takes steps toward understanding the
achievement with real-world consequences such as payments or social relationship between extrinsic motivation and gamification outcomes,
pressure. addressing the call for further examination of the role of extrinsic
Also, consistent with OIT, this study found that an identified reg- motivation in gamification literature (Mekler et al., 2017; Mitchell
ulatory style positively influenced psychological needs satisfaction from et al., 2017). By identifying the association between externalized ex-
gamification. This suggests that when employees use workplace gami- trinsic motivation and reductions in autonomy and competency sa-
fication applications they feel provide them with useful benefits, these tisfaction, these findings support those calling on business to consider
gamification applications are more likely to fulfill their autonomy, the ethical and practical implications of external rewards or punish-
competence, and relatedness needs. Managers should ensure that ga- ment when gamifying workplaces (Bogost, 2013; Kim & Werbach,
mification has clear benefits for the employee in addition to benefiting 2016). While the findings of this paper support the use of OIT as a
the organization. For example, rather than a gamification program framework for investigating the impact of extrinsic motivation on

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gamification outcomes, the unexpected relationships between external empowerment, social exchange, and trust. Journal of Business Research, 68(1), 34–46.
regulatory styles and relatedness needs satisfaction highlight the need Fleischer, A., Mead, A. D., & Huang, J. (2015). Inattentive responding in MTurk and other
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ciations between needs satisfaction and behavioral intention through ables and measurement error: Algebra and statistics. Journal of Marketing Research,
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Gagné, M., Forest, J., Gilbert, M. H., Aubé, C., Morin, E., & Malorni, A. (2010). The
Conflict of interest motivation at work scale: Validation evidence in two languages. Educational and
Psychological Measurement, 70(4), 628–646.
The authors declare that they have no conflict of interest. Gagné, M., Forest, J., Vansteenkiste, M., Crevier-Braud, L., Van den Broeck, A., Aspeli, A.
K., ... Halvari, H. (2015). The multidimensional work motivation scale: Validation
evidence in seven languages and nine countries. European Journal of Work and
Submission declaration Organizational Psychology, 24(2), 178–196.
Grant, A. M. (2008). Does intrinsic motivation fuel the prosocial fire? Motivational sy-
All authors have approved the final article. nergy in predicting persistence, performance, and productivity. Journal of Applied
Psychology, 93(1), 48.
Grolnick, W. S., & Ryan, R. M. (1989). Parent styles associated with children's self-reg-
Funding ulation and competence in schools. Journal of Educational Psychology, 81, 143–154.
Gruber, M., De Leon, N., George, G., & Thompson, P. (2015). Managing by design.
Academy of Management Journal, 58(1), 1–7.
This research did not receive any specific grant from funding Habitica (2018). Need more for your crew? Retrieved from https://habitica.com/static/
agencies in the public, commercial, or not-for-profit sectors. plans.
Hamari, J. (2017). Do badges increase user activity? A field experiment on the effects of
gamification. Computers in Human Behavior, 71, 469–478.
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Schneider, M. L., & Kwan, B. M. (2013). Psychological need satisfaction, intrinsic moti- Mr Robert Mitchell is a PhD candidate at the QUT Business School. Prior to joining QUT,
vation and affective response to exercise in adolescents. Psychology of Sport and Mr. Mitchell worked in the private section in data management and human resources
Exercise, 14(5), 776–785. roles. After achieving a Bachelor of Business (Marketing), Bachelor of Behavioural Science
Seaborn, K., & Fels, D. I. (2015). Gamification in theory and action: A survey. International and Bachelor of Business (Hons) at QUT, Mr. Mitchell returned to attain PhD qualifica-
Journal of Human-Computer Studies, 74, 14–31. tions hosted by the School of Advertising Marketing and Public Relations. His research
Sheldon, K. M., Elliot, A. J., Kim, Y., & Kasser, T. (2001). What is satisfying about sa- has focused on Gamification and the application of game design to non-game contexts, in
tisfying events? Testing 10 candidate psychological needs. Journal of Personality and particular social marketing contexts such as health and fitness. He has published work on
Social Psychology, 80, 325. the gamification of exercise with the peer-reviewed Australasian Marketing Journal.
Smith, S. M., Roster, C. A., Golden, L. L., & Albaum, G. S. (2016). A multi-group analysis
of online survey respondent data quality: Comparing a regular USA consumer panel
to MTurk samples. Journal of Business Research, 69, 3139–3148. Dr Lisa Schuster is a Senior Lecturer at the QUT Business School. Dr. Schuster completed
Strohmeyer, R. (2014, May 2). Play your way to productivity with these 5 gamified apps. her Bachelor of Business (Marketing) and Bachelor of Business (Hons) at QUT. She went
Retrieved from https://www.pcworld.com/article/2149581/play-your-way-to- on to complete her PhD, a Graduate Certificate in Research Commercialisation and a
Graduate Certificate in Academic Practice (Higher Education). Previously, Dr. Schuster
productivity-with-these-5-gamified-apps.html.
Thom, J., Millen, D., & DiMicco, J. (2012). Removing gamification from an enterprise worked as a Research Fellow at Social Marketing @ Griffith University, a research centre
SNS. Proceedings of the ACM 2012 Conference on Computer Supported Cooperative Work focused on undertaking collaborative research with industry partners, where she was also
(pp. 1067–1070). . on the Steering Committee of the Population and Social Health Research Program. She
Vallerand, R. J., Pelletier, L. G., Blais, M. R., Briere, N. M., Senecal, C., & Vallieres, E. F. has published her work in domestic and international conferences, receiving three ‘Best
Paper’ awards, and peer-reviewed journals, including European Journal of Marketing,
(1992). The academic motivation scale: A measure of intrinsic, extrinsic, and amo-
tivation in education. Educational and Psychological Measurement, 52(4), 1003–1017. Journal of Business Research, Journal of Services Marketing and Journal of Marketing
Management.
Vallerand, R. J., & Reid, G. (1984). On the causal effects of perceived competence on
intrinsic motivation: A test of cognitive evaluation theory. Journal of Sport Psychology,
6(1), 94–102. Dr Hyun Seung “HS” Jin (PhD, University of North Carolina at Chapel Hill) is a Senior
Van den Broeck, A., Vansteenkiste, M., De Witte, H., & Lens, W. (2008). Explaining the Lecturer in the School of Advertising, Marketing and Public Relations at the QUT Business
relationships between job characteristics, burnout, and engagement: The role of basic School. Prior to joining QUT, Dr. Jin worked at Samsung Co. in Seoul, Korea, and taught
psychological need satisfaction. Work and Stress, 22(3), 277–294. advertising at Kansas State University and marketing at the University of Missouri at
Vansteenkiste, M., Niemiec, C. P., & Soenens, B. (2010). The development of the five Kansas City in the United States. Dr. Jin has published articles in the Journal of Advertising,
mini-theories of self-determination theory: An historical overview, emerging trends, Journal of Advertising Research, Psychology & Marketing, International Journal of Advertising,
and future directions. The decade ahead: Theoretical perspectives on motivation and Health Marketing Quarterly, Journalism & Mass Communication Quarterly, and others.
achievement (pp. 105–165). Emerald Group Publishing Limited.

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