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Read papers’ title and abstract: Gamification is not the main topic:
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systems can also provide users with both proximal and are many additional potential means to implement goal
distal goals, showing how the attainment of the proxi- setting in gamification, which were not specifically
mal goals will help accomplish the distal goals. studied yet. We have suggested some of these means in
Our third goal was to understand how goal-setting the previous section and summarized them in Table 1.
recommendations can be implemented with gamifica- Moreover, by presenting this conceptual framework,
tion. Our literature review revealed a few initial at- we also encourage other researchers to consider novel
tempts of studying the implementation of goal setting means of implementing goal setting through gamifica-
with gameful elements such as badges, leaderboards, tion and conduct additional empirical studies to verify
clear goals, and social interactions. Nevertheless, there how these mechanisms will work in practice.
Finally, our last goal was to understand how goal Finally, there are currently many concerns voiced
setting recommendations can improve gameful design. in the literature regarding how goal setting [34, 38, 43]
We have summarized in Table 1 some design guide- and gamification [2, 18, 35] can be used to encourage
lines that can be taken into consideration in gamifica- unethical behaviours. Thus, further investigation on
tion based on goal-setting theory. Additionally, how these concerns are related and guidelines to avoid
through our conceptual framework, we have highlight- the dark effects of gamification informed by goal-
ed that learning goals and stretch goals are two types of setting theory is an important topic for future research.
goals that are yet not commonly employed in tradition-
al gameful systems. Furthermore, we have also noted 5. Acknowledgments
that time limit is a design element which is not fre-
quent in gameful systems, and could be an interesting
element to consider since goal-setting theory states that This research was funded by the CNPq, Brazil,
time-bound goals tend to be more effective. In addi- University of Waterloo, SSHRC (895-2011-1014,
tion, we could not identify clear discussions in the IMMERSe), NSERC (RGPIN-418622-2012), CFI
gamification literature related to setting realistic goals (35819), and Mitacs with FlourishiQ Inc. (IT07255).
as posited by goal-setting theory. Thus, this review is
also a potential improvement to gameful design meth- 6. References
ods that provide the theoretical foundation for further
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A Theory of Gamification Principles Through Goal-Setting Theory
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