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Context in Gamification

Contextual Factors and Successful Gamification

Karoline Rye Finckenhagen


Department of Design
Norwegian University of Science and Technology

ABSTRACT

In order to design a good product, thorough research is required. This is equally true in the design of a
gamified service. Contextual factors have been highlighted as potentially important factors a designer
should to take into consideration in relation to a context - or domain, with examples of such domains
being education, health and business. However, as current research on how a consideration of context
may affect the outcome of gamification in terms of effectiveness is lacking, this review paper will
attempt to bring further insight on the topic and present an overview of contextual factors with their
associated domains.

KEYWORDS: Gamification; context; contextual factors; contextual relevance; design.

1. INTRODUCTION the grey, hopeless wasteland of big business’


(Bogost, 2011). He even goes as far as proposing
In light of the increasing popularity of games, the term ‘exploitationware’ for it. Others point
there has been a surge of products that aim to out the problem regarding what is often referred
implement gamification, which is a concept to as ‘pointsification’, in lieu of proper
inspired by video games. Gamification is gamification, explained as “taking the thing that
frequently cited as “the use of game design is least essential to games [like points, badges
elements in a non-game context” (Deterding, and leaderboards] and representing [them] as
Dixon, Khaled, & Nacke, 2011, p. 9), and the topic the core of the experience” (Robertson, 2010).
gained increased popularity around 2010 with Simply adding game mechanics to an already
the peak of the hype being in early 2014 (“Google existing product is often sold off as an easy
Trends,” n.d.). Gamification has been applied to gamification solution (“What Is Gamification?”,
many fields, such as the health industry to 2011), when in reality thorough research into
change unhealthy behaviour, in education to user needs and limitations and designing a
improve learning and in the workplace with an solution that fits those correspondingly should be
aim to improve performance of employees. conducted (Deterding, 2015). Nevertheless,
sources that present supportive views on
Furthermore, gamification is a sore topic with gamification exist. For instance, in an extensive
conflicting views. One of gamification’s biggest literature review by Hamari et al. (2014), the
opponents is Ian Bogost. Bogost states how authors observe that their review indeed
gamification is no more than an invention indicates that gamification affords positive
created to ‘capture the wild, coveted beast that effects. However, they also mention how it
is videogames and to domesticate it for use in seems that the context of deployment in

Context in Gamification – Contextual Factors and Successful Gamification 1


particular, or application domain, of a gamified consideration is an alternative route. Choosing
service, as well as its users, might greatly affect game elements, mechanics, goals and dynamics
whether or not gamification will render the that support one another should derive from the
desired positive effects, and as such be deemed research phase of a design process (Deterding,
effective. Richards et al. goes as far as calling the 2015), and a part of this first phase should
understanding of context of deployment the assumingly be the identification of contextual
third important pillar of design, with considering factors. Therefore, a clearer overview of
user engagement and the entertainment value of contextual factors could be a useful tool for
the system as the first two (2014, p. 224). designers if given the task to design a gamified
Effectiveness in the context of this article is service.
thought of as degree of successfulness, where
successfulness refers to how well the intended A lot less attention has been given to the context
goals for a gamified solution are met while of deployment compared to how a system could
supporting users’ needs. be fun and engaging (Richards et al., 2014).
Considering contextual relevance when one
When implementing gamification, the goal is wants to design a gamified product seems
often to change a user’s behaviour, increase important to achieve a successful application of
motivation and performance as well as improve gamification, and should consequently get more
user engagement (Hamari et al., 2014). How focus. The aim for this review article is therefore
could the successfulness of a gamified solution to attempt to find specific factors mentioned by
be affected by factors that derive from the different papers that seem to have particular
context of deployment? Throughout the article, importance on the outcome of gamification
these factors will be referred to as ‘contextual within a given domain, and, to a certain degree,
factors’, where context refers to the domain into create an overview of them.
which a service is deployed, including factors that
derive from the environment itself, individual 2. METHODS FOR RESEARCH
differences and the nature of the system.
Through a review of articles exploring gamified
Several other articles and literature reviews and products within different contexts, what seemed
articles on gamification also identifies an arising like could be contextual factors were attempted
need for more research on the impact of context, to be distilled from the papers’ findings and
or situation, on the outcome of gamification paired up with their respective domain. The
(Buckley & Doyle, 2017; Marache-Francisco & articles were collected in the following manner:
Brangier, 2013; Nicholson, 2012; Richards et al.,
2014; Seaborn & Fels, 2015). Some mention this 1. In Hamari et al.’s literature review (2014), a
need explicitly under their proposals for further suggested topic for further research was that
work. Others point out that the reasons for why of context, as it has presented itself as
some studies on the effect of gamification gave important for effective gamification.
mixed results appeared to be context-specific, Furthermore, they mentioned how an
observing how ‘gamification in different domains understanding of contextual factors could be
did not necessary impact participants in the same beneficial for further research on the topic.
way’ (Nicholson, 2012). 2. Next, the paper’s’ references - connected to
the research on the impact of context - were
As research is lacking, writing a review paper extracted from the texts and literature lists.
about contextual factors related to the 3. Other literature reviews on gamification
successfulness of gamification is consequently a were found. Many also mentioned the need
bit tricky. However, mapping out and sorting to study the relationship between context
contextual factors that should be taken into

Context in Gamification – Contextual Factors and Successful Gamification 2


and effectiveness, leading to the choosing of 3. RESULTS
this topic for this review paper.
4. Further database research on the subject was Studies have looked at different gamified
then done: products in different domains, such as education
a. Databases used: Scopus and Google (Buckley & Doyle, 2017), business and commerce
Scholar (redirects to other databases). and health, while also discussing the importance
b. Search terms: gamification, gami- of not neglecting situational relevance
fication and context/ contextual (Nicholson, 2012) or a product’s context of
factors, gamification and effectiveness deployment (Richards et al., 2014). Although
/efficiency, user performance, situa- there is an interest for gamification in many
tional relevance. applications, most gamification research is
I. Limitations to the database focused on the domains of education (primarily),
search: Most of the search health and wellness, online communities,
words were situated to the term crowdsourcing and sustainability (Seaborn & Fels,
‘gamification’, rather than 2015). These domains will therefore be the
alternative ones, as ‘gami- prioritized domains for this research paper.
fication’ is most known and
frequently used. There could be To recap, contextual factors are factors that
other relevant areas that discuss derive from a gamification system’s context of
contextual factors that will not deployment, or ‘application domain’ (Seaborn &
be included here, as other Fels, 2015, p. 20). That is, the domain within
papers might use other names which the gamified system has been applied.
than ‘gamification’. Furthermore, Hamari et al. (2014) suggest that
c. Focused search: understanding and finding contextual factors,
I. Abstracts from articles that seem could benefit from looking at the following three
to discuss gamification and perspectives:
gamification within a given
domain were read, based on 1. The social environment
titles. Articles that have studied 2. The nature of the system
aspects of what this research 3. The involvement of the user
paper wishes to address were
chosen. It is likely that there exist confounding factors;
II. Studies on gamification rather known or unknown factors that might affect an
than games. outcome (Hem, 2013). On the topic of
d. Remaining literature was found gamification, consider the following example: Do
through the literature reviews’ badges (factor A) lead to an increase in user
reference lists. performance (factor B)? Perhaps for some users,
5. Finally, the findings from the resulting but studies suggest there are other confounding
articles were analysed and presented here factors involved, such as a player type (Dam,
under the results and discussion. Herger, & Kumar, 2017) or personality (Buckley &
Doyle, 2017) (factor C) that could be the real
Additionally, Seaborn and Fels (2015) point out explanation. In terms of gamification,
that pointsification is the most common confounding factors have two main aspects
gamification strategy, so studies on other (Hamari et al., 2014):
strategies for gamification are few.

Context in Gamification – Contextual Factors and Successful Gamification 3


1. The role of the context being gamified Additionally, due to a nutrition program called
(Domain of deployment) We Can!, stakeholders gave the authors another
2. Qualities of the users (Individual restriction on the design of the system that
differences) forced them to rethink their service; daily screen
time for children should be limited to fifteen
Could these contextual factors in many cases act minutes. Had the authors not considered the
like confounding factors? Particularly in regard to context of deployment and feedback from
individual differences. Contextual factors are stakeholders, chances are they would have
factors derived from the social environment, the launched the game and there would have been a
involvement of the user and the nature of the disconnection between what the children were
system. In some cases, these factors could be taught to eat, and what they actually had the
regarded almost as confounding factors, if one possibility to consume as well as being conflicting
sorts the social environment and nature of the with the We Can! program (p. 217).
system perspectives into ‘The role of the context
being gamified’ (the first confounding factor An individual’s personality and learning style
category) and user involvement under ‘Qualities seem to be important contextual factors within
of the users’ (the second confounding category), the domain of education (Buckley & Doyle, 2017).
as done below. An individual’s personality determines how a
person will ‘experience and perceive the world’
3.1 Role of the context (p. 45), and learning styles affect how a user
would ‘receive, interact with and integrate
The aim for this review paper is to sort out educational material’ (p. 45). For instance, the
different factors mentioned in other articles that authors wonder if an extroverted person would
seem to have particular importance on whether respond better than an introverted person to
or not gamification will be successful. Therefore, external motivational rewards, that are often
each of the six primary domains for gamification used in gamification (and pointsification). Not
are listed below together with the corresponding only would knowing these individual
findings. characteristics impact the experience of
gamification, it would also enable more
Education/learning: successful integration of gamification into the
‘Education applications of gamification refer to learning environment (p. 43), and thus a more
using game elements for scholastic development effective end product. Additionally, Buckley and
in formal and informal settings’ (Seaborn & Fels, Doyle suggest that ‘other variables such as age,
2015, p. 20). Richards et al. (2014) give an gender and education are likely to also have
excellent example of showing the importance of significant effects’ (p. 54). However, more
analyzing context in their design of a framework investigation is needed into these factors and
designed for educating children about nutrition their impact on the outcomes of gamification.
and fitness called Edufitment. Through
Edufitment, children were taught about nutrition Another contextual factor that could affect
through a game. However, through an whether or not a gamified solution would be
investigation of their stakeholders, they deemed effective, is whether or not an individual
discovered how children were not able to choose has access to the equipment and facilities (the
what they ate themselves because of a lunch likes of Internet and computers) that would be
program. Stakeholders here include the end needed to even use the product. If some of your
users, domain experts, representatives from the intended users are not able to use the end
hosting organization, experts with broad product, creating the service could end up being
understanding of the target users and people a waste of time and resources.
that will maintain the system over time.

Context in Gamification – Contextual Factors and Successful Gamification 4


Business and commerce: that could limit them from executing fitness
Business and commerce refers to applications of exercises in a training app. Therefore, it is of high
gamification that typically is applied in a importance to ‘understand and work with the
workplace or marketing setting. According to limitations of the target population’ (Richards et
Hamari et al. (2014), current studies on al., 2014, p. 224) and an individual’s capability to
motivational affordances in relation to change. Other factors involve the importance of
gamification ‘suggest that the context of the an end goal vs. the journey to getting there in
service might be an essential antecedent for e.g. a training app (2015). The way a user gets to
engaging gamification’ (2014, p. 3030). To give an log their activity also seems to have an impact on
example, the authors suggest that ‘services the efficiency of gamification, as this could be
oriented towards strictly rational behaviours done manually or automatically, depending on
[such as in the context of e-commerce sites and the type of activity and available technology. In
businesses], might prove to be challenging the case of manually logging diabetes, in a study
systems to be gamified as the users could be reviewed by (Seaborn & Fels, 2015), few did log
geared towards optimizing economic exchanges’ their progress. Those that did (only 27%),
(Hamari et al., 2014). Hamari et al. also refer to however, increased their testing frequency and
self-determination theory by Deci and Ryan (Ryan decreased their blood sugar level. The final
& Deci, 2000), explaining how putting outside contextual factors in the health and wellness
pressure on a user, and trying to motivate by domain that could be worth looking into is the
giving the user extrinsic rewards such as ‘treatment’ location and intrusion into daily
monetary rewards, could threaten intrinsic activities. Can the inherent activities of a service
motivation (p. 3030) and consequently lead to be contained within the application device (for
less effective gamification. Additionally, in a example mindfulness exercises that only require
business setting, Richards et al. (2014) mention a smartphone), or does the service require
that Gartner, Inc. has identified that 80% of those additional equipment and space? Is it time-
that do not ‘clearly identify business objectives consuming?
and provide a thorough analysis of how
gamification can fulfil those objectives’ (p. 219) Online communities:
will fail. In online communities, individuals are given the
possibility to chat with ‘like minds, generate
Health and wellness: discussion and build relationships around specific
‘Applications in health range from personal topics’ (Seaborn & Fels, 2015, p. 24) Also in an
healthcare to professional development’ online setting, acknowledging the social
(Seaborn & Fels, 2015, p. 25). Also in this domain, environment (although digital) is of importance.
considering the social environment of your user Seaborn and Fels mention, for instance, that it is
is important. As Richards et al. (2014) point out, important to consider how people communicate
changing children’s eating habits can be a and the way you allow them to communicate. Is
difficult task, as children are not in control of it done in forums or direct chats? Since an online
what their parents or provider buys and cooks. community happens behind screens, another
They do not have complete control of their own factor to consider it your users’ degree of
lives. In other words, they lack the means to anonymity and the way their social status is
change their own behaviour. Furthermore, one portrayed (Seaborn & Fels, 2015).
should look at who is involved in an activity. Will
other people than the user be affected by the Crowdsourcing:
outcome of the gamification (2015)? Another Crowdsourcing aims to collect the power, votes
concern within the domain of health and or money from a large group of people towards a
wellness is also related to user involvement. A unified goal. In some cases, where the
user may for instance have physical limitations gamification had been deemed successful, results

Context in Gamification – Contextual Factors and Successful Gamification 5


may not have been positive due to the expectations attached to those variables had an
gamification itself. Rather, the activity of the app impact on the effectiveness of gamification
may have addressed social psychological factors’ (p. 28). As an example, the authors refer
incentives instead (Seaborn & Fels, 2015), which to Bagley (2012), who shows how age and
seemed to be the case of an app called UbiAsk, familiarity with gaming could add to a person’s
referred to by Seaborn and Fels as ‘a mobile interest of and how much they would use a
crowdsourcing application for human-powered system. Additionally, Seaborn and Fels mention
image-to-text-translation’ (p. 25). During the how personal perception is a factor that would
process of collecting people’s power, it is also perhaps never be resolved, but that may very
mentioned how it could be of importance to look well affect how a gamified solution is perceived
into what happens when people donate from by a user. On the other hand, according to
their ‘source’ - the ‘source-response’ - be it their Deterding (2015), a user’s perception of an
answers, translations, comments or money. activity as ‘‘work’ or ‘play’ ultimately depends on
the user’s situational framing’ (p. 303) that is
Sustainability: afforded by objects and the context, although
According to Seaborn and Fels (2015), their experience is not determined by it.
‘sustainability applications seek to support and
encourage sustainable behaviours, such as Richards et al. address several contextual factors
reducing the amount of resources used, investing that should be taken into consideration when
in recycling initiatives and renewable forms of designing a gamified service. As an inclusion to
energy, and reusing material whenever possible’ the examples in 3.2 Role of Context, the authors
(p. 25). No contextual factors were mentioned in additionally list the following design
relation to this domain in the reviewed articles. recommendations for taking context of
However, a short discussion of what seems like deployment into consideration, to achieve a
possible contextual factors to look into are successful end product: ‘It is important to be
discussed in the next section. sensitive to cultural differences within the target
population’ (Richards et al., 2014, p. 225). Not
Another important aspect to address within the only language barriers could be a concern; diets
role of context has been observed by Richards et may also differ vastly across cultures, and if you
al. (2014) and is applicable for all the above- are designing an app for changing nutritional
mentioned domains. To have an end product that habits, for instance, if your users are not familiar
is successful, it is also important to ‘address post- with the food that is presented, they might
deployment concerns during the development dislike using the app or even stop using it
process’ (p. 225); How can users’ privacy be completely. Other user related contextual factors
ensured? Who will maintain the system after it that are mentioned by Richards et al. include an
has been deployed? And who will handle further individual’s ability to travel, restricted availability
development and growth of the service? These due to work and family obligations.
are three very important questions that should
be answered during a development process. Overall, it is important to also take into account
contextual factors in a design process rather than
3.2 Qualities of users looking at isolated game mechanics and
dynamics if one wants to create a successful end
People have different inherent qualities, and the product. Deterding (2015) critiques many
users of a service will therefore also vary greatly. methods for gamification’s portrayal of making
Seaborn and Fels (2015) observe how in some of an activity enjoyable by adding inherently
their researched studies, it is mentioned that the enjoyable game elements that ignores the
effect of gamification varied among individuals elements of a service’s ‘systemic-emergent
and that ‘demographic variables and the thrust’ (p. 309). One should attempt to choose

Context in Gamification – Contextual Factors and Successful Gamification 6


game elements and dynamics that fit the crucial importance for a successful gamification
contextual factors. application within this domain, as the only 20%
that will succeed are those who do.
4. DISCUSSION
Health and wellness takeaways:
There seem to be many factors that may, if The social environment can affect the degree of
considered and taken into account during the user involvement within a service. It is important
development of a service, contribute to to figure out if the users themselves possess the
successful gamification. Takeaways from looking power to change, and if they do not, then figure
at articles that have described factors that have out who does. If a user frequently uses a training
emerged from studying the different domains are app, they could improve their health. An end goal
discussed and summarized below. could be motivating. However, in fitness, the
journey towards a goal could be argued as
Education/learning takeaways: equally important. It could also be difficult to
In the case of Edufitment, the social environment define an end goal, as one physical shape could
put a restraint on a user in what actions they ‘always’ be improved.
were able to perform, so the user could not be If the goal for a gamified service is behaviour or
involved in the system in the intended way. In habit change, the way a person will change could
the research phase of a project, look into if there also impact friends and family, for better or for
is a possibility that the environment could limit a worse. This should be taken this into
user in some way (limit user involvement) and if consideration in a development process. For
it clashes with the goals for the service. This instance, if you have improved your social skills,
could be either in the form of people limiting a the people you interact with aren’t directly
user, or a lack of equipment and facilities to be impacted by your change in social skills (Seaborn
able to take use of the service. An individual’s & Fels, 2015). They do not necessarily change
personality and learning style also seem to be even though you have. In the case of logging
important contextual factors within this domain. one’s activities, it is perhaps arguable that
Additionally, age, gender and level of education applications that allow automatic logging of
might also have an impact on the outcome of activities might be better. After all, only 27% of
gamification, but no conclusions have been made the users that were given the task to log their
on these last three factors. diabetes did so, even though the application
turned out to be useful for those that managed
Business and commerce takeaways: it. Perhaps the action of measuring one’s blood
First of all, Double check if gamification really is sugar is bothersome enough in nature that one
the right solution for your business. This is a does not want another chore in addition. Finally,
general rule, but seems to be especially whether a service is an intrusion into daily
important here due to the rational nature of activities is an interesting factor. It seems
business and commerce. In terms of the social important that a gamified service helps a user
environment, contextual factors could be related towards reaching their goals or treating their
to the voluntariness a user has been given to illness, but using a product should not take up
follow through with a task. As outside pressure more time than necessary or give the user
has been suggested to undermine intrinsic frequent negative reminders reminding their
motivation, forcing a user to perform a task - users that they are not healthy, for instance.
forced user involvement - should be avoided and
the kind of reward a user is given should be Online communities takeaways:
carefully considered based on the context and Considering the social environment of an online
the design of a gamified service as a systemic service, if other users can see your status, how is
whole. Identifying business objectives is also of it communicated to others? And how do your

Context in Gamification – Contextual Factors and Successful Gamification 7


actions impact your status? These are two Although user qualities like personality could be
questions that could be asked if you wish to very hard, or impossible, to reveal, chances are it
create a successful gamified service within the could still be beneficial to be aware that these
domain of online communities. contextual factors should be considered, as it
may take your design in a new (and hopefully
Crowdsourcing takeaways: better) direction. It is also important to address
When you wish to design a service that aims to post-deployment concerns, such as the privacy of
use crowdsourcing, research says it is important users and the maintenance and further
to keep social psychological incentives in mind. development of the system.
Also, consider what the ‘source-response’ should
be. How do people get feedback from donating It has been suggested (Hamari et al., 2014) that
their source? Keep in mind that rewards should in order to see how the outcomes are affected by
support a challenge or action and be meaningful the context, future studies could implement
for the user (Nicholson, 2012). This is also specific gamification elements, or motivational
globally applicable in other domains of affordances, and hold them constant while at the
deployment. same time varying the underlying context.
However, this approach should be discouraged as
Sustainability takeaways: isolating individual elements would be
No explicit contextual factors for this domain are dangerously close to taking a pointsification
mentioned in the reviewed articles. Nonetheless, approach to gamification; It is not the single
some factors seem like they might be interesting elements that make a difference on whether or
to look into. These are related to both individual not gamification will be successful, but rather
differences and the social environment. The first how they support one another and contribute to
two factors are the means and motivation a user the overall experience of the gamified service.
has to change. A person must have the possibility
to choose more environmentally-friendly 4.1 Further research
products and must at the same time be willing to
make some changes to their everyday life. Social A lot of descriptive research on the topic of
impact, such as peer pressure or simply being gamification has been conducted. Additionally,
affected by the habits of friends and family, some theories and ideas for frameworks and
might also affect some people’s motivation. guidelines have emerged over the last couple of
years. These still remain to be tested and
A summary of all the takeaways in relation to the measured up against each other in order to see
social environment, user involvement and nature which work best/are the most correct. A further
of the system can be found in Table 1 as an and more thorough literature review should be
Appendix to this article. conducted in order to reveal more contextual
factors, as the list presented here is incomplete.
It is important to design one’s system as a For future article searches, the search terms
systemic whole; recognizing the importance of situational relevance and gamification as well as
spending time on user research. Not doing so contextual design could be beneficial. One thing
might cause your gamification to be unsuccessful, is identifying contextual factors. Another is
and factors that could have been found during a developing methods for exactly how to design for
user research phase, could end up acting like these factors while at the same time also making
unknown confounding factors in your solution. sure the other gamification elements support
That is, knowing your users well may reveal some each other to design for systemic emergence.
of the individual differences that might otherwise These ‘hows’ are needed.
have affected game elements, goals, mechanics,
challenges and rewards of a gamified system.

Context in Gamification – Contextual Factors and Successful Gamification 8


4.2 Limitations Bartle’s Player Types for Gamification.
Retrieved September 7, 2017, from
In addition to the limitations concerning http://www.interaction-
database search mentioned in the methods design.org/literature/article/bartle-s-player-
types-for-gamification
section, here are some other limitations for this
Deterding, S. (2015). The Lens of Intrinsic Skill Atoms:
review paper: A Method for Gameful Design. Human–
Computer Interaction, 30(3-4), 294–335.
Although research indicates that gamification Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011).
does indeed produce positive effects and From game design elements to gamefulness. In
benefits, as can be read in Hamari, Koivisto & Proceedings of the 15th International Academic
Sarsa’s (2014) literature review, these reported MindTrek Conference on Envisioning Future
effects are descriptive, that is, the gamification Media Environments - MindTrek ’11.
may have been reported as having been received https://doi.org/10.1145/2181037.2181040
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conclusions about what exactly did lead to
https://trends.google.com/trends/explore?dat
effective gamification were made. Consequently, e=all&q=gamification
inferential statistics is needed in order to be able Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does
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https://doi.org/10.4045/tidsskr.13.0974
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APPENDIX

User Nature of the


Domain Contextual factor Social environment
involvement system
Education Stakeholder investigation X
Personality X
Learning style X
Age* X
Gender* X
Level of education* X
Access to equipment and
X X
facilities
Business and
Rational nature of system X
commerce
Identification of business
X
objectives
Health and wellness Control over own life X
Identification of involved
X X
parties
Capability to change X
End goal vs. journey X X
Logging of activities X
Treatment location X
Intrusion into daily
X X
activities
Online communities How people communicate X X
How people are allowed
X
to communicate
Degree of anonymity X
Portrayal of social status X
Social psychological
Crowdsourcing X X
incentives
Source-response X X
Sustainability Means to change* X X
Motivation to change* X X
Miscellaneous Familiarity with gaming X
Personal perception X
Cultural differences X X
Restricted availability X
* : More research needed to determine effects
Table 1: An overview of contextual factors in relation to their respective domains, categorized with
respect to social environment, user involvement (user differences) and nature of the system.

Context in Gamification – Contextual Factors and Successful Gamification 10

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