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Gamification in the Social Environment: a tool for Motivation

and Engagement
Staling Cordero-Brito Juanjo Mena
Facultad de Educación Facultad de Educación
Universidad de Salamanca Universidad de Salamanca
Pº de Canalejas, 169, 37008 Pº de Canalejas, 169, 37008
Salamanca, Spain Salamanca, Spain
stalingcordero@usal.es Juanjo_mena@usal.es

ABSTRACT ACM Reference format:


Gamification can be defined as the use of game components in S. Cordero-Brito, J. Mena. 2018. Gamification in the Social Environment:
non-ludic contexts, and has become a crucial element in the field a tool for Motivation and Engagement. In Proceedings of the 6th
of behavioral learning. The present work aims to make a International Conference on Technological Ecosystems for Enhancing
systematic review of the main components and its application of Multiculturality (TEEM 2018) (Salamanca, Spain. October 24-26, 2018), F.J.
García-Peñalvo Ed. ACM, New York, NY, USA, 4 pages.
gamification in the social environment. To obtain the results,
https://doi.org10.1145/3284179.3284286/
two of the most important scientific databases were consulted:
Scopus and Web of Science. 136 articles published between 2011 1. INTRODUCTION
and mid-2016 under the title Gamification were extracted and The new information society is integrating digital tools for both
reviewed. The results of this study demonstrate how leisure and educational contexts [3]. For this reason, many of the
gamification has been gaining importance in the social field and challenges confronted in society require innovative and highly
that the use of game components increase motivation and useful solutions [17]. Nowadays technologies are needed to
commitment. It shows how gamification uses individual and/or address social problems [6] since most people spend a lot of
group rewards to achieve proposed objectives; being successfully hours playing on consoles, portable devices, and mobile devices.
implemented in education, health, services, and social learning. Many of these players are digital natives, inclined towards the
Finally, it suggests that the success of the gamification system is use of games [23] as well as social networks, in order to find a
directly related to the context, the framework selected, and the state of FLOW that allows them a source of motivation and
interaction of the participants. commitment focused on learning [11].
In general terms, gamification can be defined as the use of
CCS CONCEPTS game components in non-ludic contexts [2,5,6,9,11,16,23,25]
CCS → Social and professional topics → Professional topics → and Kapp [12] define it as the use of game dynamics and
Computing education → Student assessment mechanics, adding a convincing narrative with the purpose of
solving social problems. Thus, gamification takes advantage
Keywords of the inherent characteristics of the game to apply them in
Gamification motivation, social environment, learning through situations with a lack of motivation and commitment [7].
active methodologies
These publications demonstrate that gamification
increases player´s learning and participation. In the social
context, there is a high incidence of these components, which
Permission to make digital or hard copies of all or part of this work for personal persuade behavior through both intrinsic and extrinsic
or classroom use is granted without fee provided that copies are not made or
distributed for profit or commercial advantage and that copies bear this notice motivation. Similarly, these components can be implemented
and the full citation on the first page. Copyrights for components of this work in non-ludic contexts in order to shape behavior. Due to the
owned by others than the author(s) must be honored. Abstracting with credit is influence of games in the new generations in education, it is
permitted. To copy otherwise, or republish, to post on servers or to redistribute
established as a theory of learning, like the Behaviorist,
to lists, requires prior specific permission and/or a fee. Request permissions from
Permissions@acm.org. Cognitivist, Constructivist and Connectivist [2]. That is why
teaching and learning are innate conditions of any
TEEM'18, October 24–26, 2018, Salamanca, Spain gamification system. In the field of health, gamification
© 2018 Copyright is held by the owner/author(s). Publication rights licensed to
ACM. extends its use to train doctors in the treatment of certain
ACM ISBN 978-1-4503-6518-5/18/10…$15.00 diseases and trains patients to healthier lifestyles [19,22]. In
http://dx.doi.org/10.1145/3284179.3284286 the field of services, it is implemented as a tool for customer
loyalty [15] and to improve the experience and participation
Gamification in the Social Environment: a tool for Motivation and
TEEM 2018, October 2018, Salamanca, SPAIN
Engagement

of users in predetermined applications [14,21]. From the point Scopus) were consulted. The search was carried out in both
of view of social learning, it is conceived as a tool to involve databases and 136 works were selected, most of them published
people in socially sustainable actions through the promotion in the Journals; Computers in Human Behavior (n = 15);
of new ways of collaboration [13]. Computers in Education (n = 5); Procedia- Social and Behavioral
Sciences (n = 5); IEEE Intelligent Transportation Systems
The present work aims to systematically review the main
Magazine (n = 4); International Journal of Engineering Education
components and their application of gamification in the social
(n = 4); International journal of Game-based learning (n = 3); and
environment in order to improve the achievement of
Journal of eLearning and Knowledge Society (n = 3).
proposed objectives and the acquisition of habits in activities
that are tedious or difficult to perform. The purpose of this
2.3 Selection
research is to analyze which components of gamification are
investigated in a sample of studies in the disciplines of After analyzing each article and scientific review, the duplicates
Education, Health, Services and Social Learning. (n = 100) and those articles that did not have an abstract (n = 28)
were eliminated, giving rise to the final sample (n = 136).
2. METHODOLOGY
2.4 Analysis and Presentation of Results
The literature review was carried out by the end of July 2016. For a better analysis and presentation of results, the articles were
The selection of the scientific articles was conducted by the classified into content sections; organized and processed in the
following methodological steps applied by Caponetto et al. [4] Mendeley 1.12, Excel 2007, and Nvivo 10 programs. All the
and Rickinson & May [20]: scope, search, selection, analysis, and keywords were selected for the elaboration of the sections (see
presentation of results (see Figure 1). table 1), then processed in the Nvivo 10 program.
Table 1. Keywords of the articles published in the Web of
Science and Scopus databases: Social Scope (n = 136), in the
period (2011-mind 2016)

Figure 1. Sample selection process (adapted from the


Miller & Campbell scheme, 2006) [26]

2.1 Scope
a) Application of the sampling strategy: Title "Gamification"; b)
Latitude: Scope of research: Social (Social Sciences). The sample
for these documents is the articles and reviews (in all languages);
and c) the time lapse of interest includes each article and review 3. RESULTS
published from the year 2011 to mid-2016. The objective of the investigation is to analyze the elements of
gamification that are present in the research accomplished in the
2.2 Search fields of Education, Health, Services, and Social Learning in the
last decade.
To achieve greater efficiency, two databases with the highest
incidence of published scientific articles (Web of Science and It seems that not all the components are studied equally in
the disciplines mentioned above (see table 2). In addition, table 2

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TEEM 2018, October 2018, Salamanca, SPAIN S. Cordero-Brito and J. Mena

makes a relationship between the Gamification elements most game, being influenced by the objectives of the community to
used by the aforementioned disciplines, divided into present or which it belongs. For its part, social influence provides the
not present. At the same time, the components of extrinsic context to develop social interaction, taking into account how
motivation have more presence in the Services and in Education the participant reacts to a group and how the group can help
field than those of intrinsic motivation in Health and in Social establish an influential relationship [16]. That is to say,
Learning field. stimulating the necessary environment for participants to learn
from the observation and behavior of other members, from
3.1 Education knowledge to action. In line with the theory of network
In the educational field, modern applications use gamification externalities, where the benefits of social repercussion depend on
mechanics to motivate participation and knowledge acquisition, the number of influential participants in the community [11].
allowing students to form their own goals and failures. Adjusting
the feedback (positive or negative), depending on the Table 2. Components of the gamification that have been
circumstance [7], as a way of learning by playing. Although, in studied in the sample of selected studies (2011-mind 2016).
the education field, gamification does not feel like a game, it is Note: x = not present; v = present
perceived as something innate of learning. After reviewing the
components, we note that the most common are points (exams),
levels (grades), achievements (grades), and comparison tables.
Points and badges are used as external symbolic award elements
[24], influencing students’ classroom behaviors. Challenges and
competitions serve to create a competitive atmosphere where the
ego and reputation come together to develop a more self-
determined behavior.

3.2 Health
In the field of health (exergames), as in education, the use of
video games with gamification elements has driven initiatives in
healthy lifestyles [13]. Many health systems recognize the
potential of games to prevent illness and help patients
recovering from illness by making positive adjustments in their
lifestyles. Most external motivators help to reinforce intrinsic
motivation by using points and badges as primary rewards.
These points and badges are rewarded after achieving certain
health benchmarks or maintaining healthy levels, and help the
state and insurers reduce costs on healthcare [15]. Table 2 shows
the application of gamification, used in the area of health in the
articles of the sample.

3.3 Services
In the service field, gamification is commonly used as a
management-by-objectives approach. Under this approach, the
purpose is to maximize the loyalty and motivation of the 4. CONCLUSIONS
customers and employees. Customers’ motivation is assessed by The review of the literature on gamification in the fields of
a series of external rewards, serving as marketing entities of the education, health, and social learning research lead us to the
product, by receiving a good service. Since consumers focus following considerations.
more on rewards than on the quality of the product itself, First of all, it is worth noting that gamified systems in the
gamification helps to increase brand loyalty. Therefore, when studies reviewed show better results than traditional systems [1],
incentives are eliminated or changed, there is a strong decrease considerably increasing the participation of users. Although,
in motivation [8,14]). Employees are linked through the adding gamification components to an application is not
"challenge-reward" cycle, which uses comparison tables and sufficient to fully motivate: we need to choose an attractive
action groups to direct and reward workers in specific tasks design framework, accompanied by a catching narrative and an
through positive and constant feedback. appropriate context can help. In short, the entire gamification
3.4 Social Learning process should be considered as a framework subject to
modifications [10].
Game components are used in social learning through the
promotion of interactive and collaborative situations [23]. Their Secondly, one of the challenges of using gamification is how
persuasiveness is determined by social recognition and rewards to influence behaviors through the use of rewards, acquiring
[18]. In other words, using the mechanics and dynamics of the
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Gamification in the Social Environment: a tool for Motivation and
TEEM 2018, October 2018, Salamanca, SPAIN
Engagement

knowledge, and learning operating skills. That is the reason why Learning healthy lifestyles through active videogames, motor games and
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