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Article

Gamification in Action: Theoretical and


Practical Considerations for Medical Educators
Chrystal Rutledge, MD, Catharine M. Walsh, MD, MEd, PhD, FRCPC, Nathan Swinger, MD,
Marc Auerbach, MD, MSc, Danny Castro, DO, MEd, Maya Dewan, MD, MPH,
Mona Khattab, MD, Alyssa Rake, MD, Ilana Harwayne-Gidansky, MD,
Tia T. Raymond, MD, Tensing Maa, MD, and Todd P. Chang, MD, MAcM, for the Quality
Cardiopulmonary Resuscitation (QCPR) leaderboard investigators of the International
Network for Simulation-based Pediatric Innovation, Research, and Education (INSPIRE)

Abstract
Gamification involves the application of as an explanatory mechanism for and, ultimately, learning. In line with
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game design elements to traditionally enhanced engagement and motivation, self-determination theory, game design
nongame contexts. It is increasingly and discuss common roadblocks and elements can be used to enhance
being used as an adjunct to traditional challenges to implementing gamification. learners’ feelings of relatedness,
teaching strategies in medical education autonomy, and competence to foster
to engage the millennial learner and Although previous gamification learners’ intrinsic motivation. Poorly
enhance adult learning. The extant research has largely focused on applied game design elements, however,
literature has focused on determining determining whether implementation may undermine these basic psychological
whether the implementation of of gamification in medical education needs by the overjustification effect or
gamification results in better learning leads to better learning outcomes, through negative effects of competition.
outcomes, leading to a dearth of the authors recommend that future Educators must, therefore, clearly
research examining its theoretical research should explore how and under understand the benefits and pitfalls of
underpinnings within the medical what conditions gamification is likely gamification in curricular design, take a
education context. The authors define to be effective. Selective, purposeful thoughtful approach when integrating
gamification, explore how gamification gamification that aligns with learning game design elements, and consider
works within the medical education goals has the potential to increase the types of learners and overarching
context using self-determination theory learner motivation and engagement learning objectives.

G amification involves the application leaderboards, and points or as complex principles have subsequently been applied
of game design elements (conceptual as evoked emotion, narratives, and to more purposeful and/or productive
building blocks integral to building competition.6 (See Table 1 for definitions activities.1,8 For example, discovery of
successful games) to traditionally and examples of these design elements.) a complex HIV protein structure was
nongame contexts.1–3 Gamification achieved through FoldIt, an online puzzle
started to become a worldwide Over the last decade, numerous interface that enables players to “solve”
trend around 2010.4,5 The notion of companies have applied gamification protein-folding puzzles.9 Game design
gamification began with the idea that to incentivize nongame activities. For elements, including competition through
because video games can capture example, Foursquare, a popular search- points and leaderboards, led to significant
significant attention and engagement and-discovery service app, rewards users public engagement and resulted in players
for long periods of time, the application for visiting businesses. Nike developed solving this long-standing scientific
of game design elements to nongame Nike+, a social running app that awards problem in 3 weeks, a feat that scientists
phenomena should also increase achievement badges for completing had struggled to achieve for 15 years.
attention and engagement.1 Game design running challenges, to encourage healthy More recently, gamification has been
elements can be as simple as badges, behavior change. A more innovative applied within the field of education,
use of this design technique is from a particularly at the university level, to
Please see the end of this article for information recycling company, Recyclebank, which increase learner engagement, motivation,
about the authors. rewards recycling by providing points and retention.8,10,11 Despite its growing
Correspondence should be addressed to Chrystal redeemable for purchases, to promote popularity, emerging evidence within the
Rutledge, 1601 5th Ave. S., CPPI Suite 102, sustainable living practices. Companies educational context continues to show
Birmingham, AL 35233; telephone: (205) 638-9387; across a diverse range of industries mixed results.1,8,10
e-mail: crutledge@peds.uab.edu.
report applying gamification to foster
Acad Med. 2018;93:1014–1020. engagement, behavior change, friendly Medical education has only recently
First published online February 20, 2018
doi: 10.1097/ACM.0000000000002183
competition, and collaboration.7,8 implemented gamification strategies
Copyright © 2018 by the Association of American to engage the millennial learner.
Medical Colleges The maturation and expansion of Gamification strategies are used by a
Supplemental digital content for this article is gamification have led to further research variety of specialties, from surgery to
available at http://links.lww.com/ACADMED/A531. into engagement and motivation, whose internal medicine and radiology.12–14

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Article

Table 1
Examples of Game Design Elements Commonly Applied in Medical Educationa

Level of
abstractionb Description Example Definition Medical education application
Game Discrete, Points Points constitute a system of quantifying A weighted point system mapped to scholarly
interface concrete design achievement and priorities (e.g., activities for residents enabled 4 of 5 residencies to
components weighted scores). increase scholarly output.51
Badge A badge is a visual signifier of some A digital Approved Instructional Resource badge
predefined achievement, milestone, is awarded to high-quality identified emergency
or competency (e.g., prespecified task medicine blogs.52
completion). Digital badges at medical schools signify completion
of competency and learning programs.52
Leaderboard This is a gamification tool that Local leaderboard placed for infant CPR skill
visibly ranks participants based on a performance improved performance over time.31
quantitative score such as a point value
or time.
PBL PBL are used in combination. Surgery residents had a bracket and elimination
tournament for surgical simulated skills.13
Internal medicine residents had a high test question
completion rate in a PBL environment.14
A multicenter CPR skills competition was mediated
online through PBL and selfie photographs to
inspire friendly competition.41
Mechanics Designs that Time constraint A time limit is placed to hasten decision Radiology residents identified abnormalities quickly
characterize making and commitment to an answer. on chest X-rays using a timed rapid-series game.12
actual gameplay
Limited Existing resources are removed (e.g., Game cards with embedded barriers were used
resources personnel, tools) to spur creative problem during simulation education to enhance training
solving. of effective communication during medical
emergencies.18
Game models Conceptual Narrative Narratives are aspects of a game that A journey through the colon in simulation-based
models of games contribute to telling stories. colonoscopy training was described.53
and game
experiences
  Abbreviation: PBL indicates points, badges, and leaderboards.
a
Gamification is a design technique that is applied to an existing learning activity or curriculum to facilitate
achievement of the activity’s or curriculum’s goals. The table lists game design elements commonly applied
in medical education, the most frequent being points, badges, and leaderboards. Although gamification
examples in medical education are overwhelmingly digital, game design elements can be implemented
without digital technology. Game design elements can be as simple as PBL or as complex as evoked emotion,
narratives, and competition.
b
Game design elements can be identified on varying levels of abstraction. The table lists these levels from the
more concrete, obvious game elements to more abstract, conceptual game elements.

For example, thoracic surgery considerations of applying gamification literature. Games are a type of complex,
residencies have used gamification to medical education. We begin by well-designed, structured, rule-based
as a way to increase residents’ use seeking to define gamification in the play that are entertaining. Games are
of simulation-based training.15 context of medical education. Next, competitive with the primary goal
The application of gamification is we explore how gamification works of winning.1 Serious games are full-
attractive because of its potential to by applying self-determination theory fledged digital games that are designed
improve adult learner engagement to gamification principles as a way to for a primary purpose other than mere
and motivation, but its theoretical explain gamification’s ability to enhance entertainment, such as learning.16 An
framework specific to medical engagement and motivation. Finally, example of a serious game is LeapPad,
education is lacking. Although the we delineate common roadblocks and an educational game for children.
extant literature has largely focused on challenges of gamification. Gamification differs from a serious
determining whether implementation game in that gamification is a design
of this design technique is helpful, technique that is applied to an existing
it is important to explore potential Understanding Gamification in learning activity or curriculum to
explanatory mechanisms to further the Context of Medical Education facilitate achievement of the activity’s
understand how and under what To understand what gamification is, or curriculum’s goals, whereas serious
conditions gamification is likely to be it is important to understand what it games begin as a game designed to fulfill
effective within the context of medical is not. Gamification is not a game or objectives specific to the serious game
education. We wrote this article to a serious game, although these terms itself. Deploying an actual game within a
probe both theoretical and practical have been used interchangeably in the classroom is not gamification.

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Although both gamification and serious Self-determination theory posits that In intrinsic motivation, the regulation
games borrow similar concepts of learner motivation spans a spectrum is intrinsic. The intrinsically regulated
motivation and engagement among from amotivation (i.e., no intention student has already completed the
participants, they have distinctly to perform a particular behavior) exercise without prompting, because
different design and implementation to extrinsic motivation to intrinsic this student finds joy and fulfillment
concepts.11,17 In particular, gamification (internal) motivation.20–23 Each of these in the exercises and learning activities
curates select game design elements, motivation states has a regulation— themselves.
whereas the serious game acts as a whole essentially how the learner’s sense of
entity, often replacing an entire learning motivation is achieved. Below, we use a Within self-determination theory,
activity or course.1 Examples of game medical student in a clerkship to present intrinsic motivation is more valuable
design elements commonly applied in illustrative examples of the three forms than extrinsic motivation, as the former
medical education are listed in Table 1, of learner motivation and how they are generally outperforms the latter, leading
the most frequent being points, badges, regulated. to more efficient, longer, or more effective
and leaderboards, collectively referred learning.8 Self-determination theory
to as PBL.10 Although gamification In amotivation, there is no motivation. A posits that sufficient external pressures
examples in medical education are student with amotivation has no interest can allow a learner to internalize the
overwhelmingly digital, game design at all, and engagement in the learning external source of motivation, by
elements can be implemented without activity is nil. fulfilling three basic psychosocial needs:
digital technology.1,18 Another term that is the needs for competence, autonomy,
often confused with gamification is game In extrinsic motivation, the regulation and relatedness.8,20–22 Gamification, as
theory. Although the terms are somewhat of the motivation is either external, a mediating force to allow learners to
similar, gamification and game theory are introjected, or identified. internalize motivation, must facilitate
unrelated. Game theory is a probability- these three psychosocial needs.24
• In external regulation, the learner
directed framework that predicts decision Successful gamification does this well,
responds to a concrete reward or
making and human behavior, such as punishment, but cannot appreciate and learners become more motivated
economic decisions.19 In this article, the value of the learning activity or to learn because of the gamified system.
we focus on gamification in medical learning outcomes aside from that Poorly constructed gamification will
education and do not discuss serious reward or punishment. The medical lead to the opposite result, even toward
games or game theory. student completes clerkship exercises amotivation.
for a gift card or to avoid expulsion
The boundaries between gamification from school, but has no concern about Three key gamification principles
and game and serious game, as well as the actual topic or learning. outlined in the literature include
gamification and simple feedback, are goal setting, learner control, and
admittedly blurry.1 Adding significant • In introjected regulation, the learner engagement.21,25,26 While these concepts
numbers of game design elements to begins to internalize the value or are complex and interrelated, they are
foster learning objectives means the regulatory process, but refuses to the tools with which the gamified system
learner is simply playing a serious build a personal identity from this. can ultimately fulfill the psychological
game. Conversely, a sparse-point The medical student is slightly more needs of self-determination theory.
system for multiple-choice case vignette motivated and sees the value in In the section that follows, we outline
questions is not necessarily classified completing the clerkship exercises but how these three psychological needs
as gamification. There is currently no only because his or her friends are all in within self-determination theory may
consensus on how many or what types the same study session or because the be supported by the parallel concepts
of game design elements officially student wants to get a better score than of gamification principles. Ultimately,
constitute gamification, nor is there a rival does. gamification that can meet these needs
yet consensus on the nomenclature • Identified regulation refers to would, under the self-determination
related to gamification.8 We propose that internalization of the external theory framework, move a learner toward
gamification begins when a purposeful regulation, which has finally become intrinsic motivation. Once that level of
game design element is introduced to part of the learner’s core self and motivation has been reached, the learner
facilitate learner engagement, motivation, identity. The medical student is no longer needs gamification—successful
and behavior changes. motivated to complete the learning gamification “works itself out of a job.”
exercises because doing that will likely
improve his or her standardized test Three Psychological Needs of
How Gamification Works: Self-
scores in the future for residency. The Self-Determination Theory and
Determination Theory as an
hope for getting into a competitive How Gamification Can Facilitate
Explanatory Mechanism
residency program is aligned with Them
Self-determination theory, a prominent gaining improved knowledge, and
theory of human motivation, provides admittance into a residency program Competence
insights into the motivational effects of the student’s choice is important A learner’s competence refers to the
underlying both successful and enough for the student to internalize learner’s perception that he or she
unsuccessful gamification and the the regulation as part of his or her can successfully achieve a goal.8,20
resulting behavioral outcomes. identity (e.g., being a future resident). Goal setting, therefore, is an effective

1016 Academic Medicine, Vol. 93, No. 7 / July 2018

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gamification principle that can be used to achievement, supporting the competence to them.33 Learner control also allows
meet the learner’s need to feel competent. component of self-determination theory. learners to discover weaknesses and
Goal setting theory postulates that Leaderboards permit social comparison strengths that can be useful as they reflect
there is a positive, linear relationship and a means to display competence to on their learning.
between specific, challenging goals and one’s peers. For example, Mokadam
performance, with more challenging et al15 used a ranked leaderboard to Unique to digital gamification systems,
goals leading to higher performance.24,27 increase residents’ use of a small-vessel the modality and ease through which the
anastomosis simulator. The addition of learner interacts with the gamified system
Goals are theorized to improve this game design element provided a can affect the learner’s sense of autonomy.
performance through three specific prespecified goal of “winning,” resulting Surgical residents who used Twitter
mechanisms that can be incorporated in increased simulator use and a resulting in a gamified microblogging platform
into educational activities using game improvement in technical skills. were able to access in-service training
design elements. First, difficult goals examination questions despite being
encourage higher expectations, which With regard to CPR skills, MacKinnon in a decentralized residency.34 A paper-
in turn increase performance.24 Second, et al31 implemented a leaderboard and-pencil or even a website format
goals from outside sources enhance self- that ranked multiple granular scores would not have worked. Using optimal
efficacy, or one’s belief that he or she is separately: frequency of practice, chest gamification design enabled residents to
capable of accomplishing a task. Third, compression rate, compression depth, take ownership of their participation. In
completion of a goal leads to a sense of and compression release. Separating another example, anesthesia residents
competence, leading to higher satisfaction smaller component objectives from who reported procedures using a
and spurring intrinsic motivation.28,29 the overall goal of “high-quality CPR” gamified smartphone app had improved
These effects of goal setting have been provided learners with multiple process reporting compliance compared with
demonstrated in varied settings at goals. In other words, leaderboard those using a slower, less accessible media
both the individual and organizational rankings separated for each process goal platform.35
levels.28–30 Goals can reflect activities was a gamification strategy to fulfill the
that promote learning satisfaction and sense of competence among a greater Relatedness
behavior such as repeated practice, number of participants. Additionally, it Relatedness refers to the
or learning outcomes such as higher provided learners with more frequent, interconnectedness of the learner to
assessment scores. targeted feedback to inform subsequent other learners or teachers who facilitate
performance. feedback, discussion, and inquiry during
To optimally motivate learners, tasks the learning experience.23 Appropriate
should be created to pose a significant Autonomy facilitation of the learning experience
challenge while remaining perceived Autonomy refers to the ability of includes providing a supportive
as attainable.8 Both gamification and learners to make choices about how environment and psychological
medical education experts propose a they learn, and to providing learners safety for learning.22,23 A safe learning
process of abstracting or deconstructing with opportunities to take responsibility environment offers opportunities for
larger goals and objectives into smaller, for their own learning.23 Games, by inquiry, reflection, and feedback-seeking
discrete components.2,22 This yields definition, are voluntary.32 Part of an behavior.22
not only the overall outcome goal (e.g., activity’s allure is its volitional nature,
successful endotracheal intubation and the choice to participate in and of Gamification can build relatedness by
on a simulator mannequin) but also itself provides a degree of learner control harnessing the principle of engagement.
smaller, associated process goals (e.g., that enhances both engagement and a First, well-designed game design
laryngoscopy, identification of vocal sense of autonomy. Also, van Roy and elements provide a choice for learners
cords, and passing the endotracheal Zaman8 recommend that gamification to either collaborate or compete among
tube in a simulator mannequin). Process should provide learners as much control their peers.2 Engagement is critical to
goals can also be related to practice as possible by allowing them the choice continued participation in activities.36
without a specific outcome (e.g., daily of whether to participate or not. An
simulated intubation practice). Having individual’s control over his or her In addition, peer-to-peer comparison
a variety of attainable goals of varying experience is thought to be a crucial can stimulate learning and motivation,
difficulty should fulfill the need for component of active learning and is key particularly for individuals who are
competence, as greater self-efficacy in to the concepts of self-directed learning oriented toward social comparison.37,38
novice learners results from using process and self-determination theory.21,30 Gamification that uses social media
goals as milestones and opportunities for platforms can further add to relatedness,
feedback and practice.22 Learner control also relates to the choices though potentially at a cost to a safe
learners can make within the gamified learning environment, because social
Game design elements that increase the system. If the gamification approach media can make learners more exposed
visibility of attained goals, either to the has a large variety of achievements and vulnerable.
learner or to others, can also provide and badges—and consequently has
feedback on competence. For example, multiple process goals to demonstrate There is empiric research on performance
points can be used to quantify different competence—learners can prioritize and and the sense of relatedness in team-style
goals, and badges serve as visual symbols of choose which goals are most relevant competitions. In the medical education

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literature, team-based competition failures in gamification can be explained motivating element within their study.
has shown positive outcomes with in line with self-determination theory, Other empirical studies7,42,48,49 examining
regard to increased engagement and and elaborate below on two explanations: the effect of badges demonstrate a
number of questions answered during the overjustification effect and negative motivational effect in a very narrow
online education competitions.14,39 effects of competition. target audience: participants who are
Team-based competition also creates relatively skilled but are otherwise poorly
collaborative “learning communities.” Overjustification effect motivated. Badges per se improve only
In turn, community approval and social The overjustification effect is the net amotivated learners within the context of
influence can act to boost motivation negative effect on engagement and self-determination theory.45 Learners who
and encourage continued involvement, motivation from an overreliance on are otherwise beginning to internalize
thereby enhancing learning.40 external motivating regulations.8,44 their motivations can be undermined by
Internalizing motivation is easier when That is, adding game design elements externalized rewards or punishments.
shared among family, friends, and other to increase extrinsic motivation can
trusted individuals.8 have an adverse impact on learners Poorly designed gamification that
who already started with a strong invokes the overjustification effect often
Relatedness can also be influenced by intrinsic motivation.45 Overreliance on stems from a frustration over poor
the user interface, just like autonomy. external sources of motivation tends to learner engagement, when, in actuality,
MacKinnon et al31 conducted a successful remove any learner control and thereby the poor learner engagement may be
paper-and-marker leaderboard for adversely affects autonomy.46 Oliver and related to the underlying instructional
CPR skills competition among health Williams46 maintain that a gamified design. Gamification can only mediate
care providers at a single institution. system trivializes learners’ intrinsic and augment appropriate instructional
To increase the breadth of relatedness motivation and sense of competence, design; it cannot replace or supplant it.11
to a multicenter competition, a new especially for advanced learners such Steps to avoid overjustification include
technologically based user interface as medical students and residents. starting with a strong instructional
was required. Chang et al41 describe Empirical studies45,47 examining whether design and not relying on gamification
the development of a digitally based a loss of intrinsic motivation occurs to salvage poor instruction. Second,
leaderboard using gamification principles with the addition of extrinsic rewards simply applying a game design element
to engage relatedness, including the use do not show consistent results. Research such as badges, without contextualizing
of an online leaderboard that provides to date indicates that the longitudinal it to meaningful goals, can lead to an
updates in real time and ability to effect of rewards is highly dependent overjustification effect.8 A gamified
share photographs and selfies amongst on the baseline interest of participants. experience that fully engages the user
participants. These smaller game design If baseline interest is high—meaning through carefully constructed game
elements encourage engagement and the activity itself captures and engages design elements, taking into account
fulfill the need for relatedness. participants—then adding extra rewards both the activity being gamified and the
leads to overjustification and loss of target participants, is much more likely to
intrinsic motivation.20,21 Essentially, succeed.3,7 Consideration of the potential
Challenges in Implementing for either negative or positive effects on
the goal of the game conflicts with the
Gamification in Medical motivation is key in choosing which
learning goals.
Education systems to gamify, which game design
When learners fulfill the three The choice of game design elements also elements to use, and which participants
psychological needs—a sense of influences the risk of overjustification are most likely to benefit.
autonomy, a perception of competence, in highly motivated learners. Tangible
and relatedness—self-determination awards (e.g., prizes or monetary Negative effects of competition
theory states that they are more apt to awards) can be insulting or even viewed Self-determination theory purports
internalize motivation. However, not as bribery in the context of medical that the stress of competition or the
all gamification approaches succeed education and are clearly externalized stress from inferior performance leads
in addressing these needs, and not all goals. It is particularly difficult to align to a poorer sense of competence and
empirical studies of gamification in the motivation to earn instant cash with even autonomy. When the competition
education show improved outcomes.1,8 the intrinsically regulated motivation to is synchronous or public and the
For example, Hakulinen et al42 found that find pleasure or meaning in the learning lack of achievement is prominently
badges had no effect on assessment scores activity itself; it reflects a schism in displayed, relatedness—particularly to
despite improved learning behavior, the concept of autonomy within self- learner peers—can also suffer. Landers
and Van Nuland and colleagues’43 determination theory. Additionally, a and Landers50 describe this well: “the
research showed that an online anatomy learner’s perception of competence can relationship between conflict and effort is
knowledge tournament had minimal break once an extrinsic reward is placed curvilinear, with an ideal level of conflict
clinical effect. Although gamification within a gamified system. One example of at a middle ground.”50 Either frustrated or
is increasingly being applied in the this extrinsic reward in gamification is the unchallenged learners will demonstrate
medical education context, there is still badge. When internal medicine residents poor engagement and poor time-on-task,
insufficient evidence to support a claim were asked about their leaderboard leading to inferior learning outcomes.
of long-term benefits of this design competition online, Nevin et al14 found The optimal leaderboard would ensure
technique.10 We propose that some of the that badges were perceived as the least roughly equal chances of achieving a

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specified rank on the leaderboard, given elements, however, may undermine T. Maa is assistant clinical professor, Department of
equal effort.50 However, individuals who these basic psychological needs by the Pediatrics, Ohio State University College of Medicine,
and medical director, In Situ Simulation Program,
rank low may still find their intrinsic overjustification effect or through negative Nationwide Children’s Hospital, Columbus, Ohio.
motivation hindered by the visibility effects of competition. Educators must,
afforded by the leaderboard. therefore, have a clear understanding of T.P. Chang is associate professor of clinical
pediatrics, Keck School of Medicine of the University
the benefits and pitfalls of gamification of Southern California and Children’s Hospital Los
Competition can also be fatiguing, and in curricular design, take a thoughtful Angeles, Los Angeles, California.
longevity of competition—such as that approach when integrating game design
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