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GAMIFYING INFORMATION SYSTEMS - ASYNTHESIS OF GAMIFICATIONMECHANICS AND DYNAMICSScott ThiebesUniversity of Cologne, Cologne, Germany, [email protected]
Sebastian LinsUniversity of Cologne, Cologne, Germany, [email protected]
Dirk BastenUniversity of Cologne, Cologne, Germany, [email protected]
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Scott Thiebes, Sebastian Lins, and Dirk Basten, 2014, "GAMIFYING INFORMATION SYSTEMS - A SYNTHESIS OFGAMIFICATION MECHANICS AND DYNAMICS", Proceedings of the European Conference on Information Systems (ECIS)2014, Tel Aviv, Israel, June 9-11, 2014, ISBN 978-0-9915567-0-0http://aisel.aisnet.org/ecis2014/proceedings/track01/4
Twenty Second European Conference on Information Systems, Tel Aviv 2014 1
GAMIFYING INFORMATION SYSTEMS –
A SYNTHESIS OF GAMIFICATION
MECHANICS AND DYNAMICS
Complete Research
Thiebes, Scott, University of Cologne, Cologne, Germany, [email protected]
Lins, Sebastian, University of Cologne, Cologne, Germany, [email protected]
Basten, Dirk, University of Cologne, Cologne, Germany, [email protected]
Abstract
Trying to take advantage of the growing passion for games, Gamification is a trending phenomenon
that aims at motivating people by applying elements common to games in different contexts. While first
applications of Gamification exist in finance, health, education and entertainment, utility of Gamifica-
tion in various contexts has not been sufficiently explored. Aiming to understand how Gamification
can be applied to information systems to increase end-user motivation, we performed a systematic
literature review to identify game elements used in Gamification. Our study yields a synthesis of me-
chanics and dynamics in five clusters – system design, challenges, rewards, social influences and user
specifics. While our study reveals that Gamification has potential for motivating information system
end-users, we also discuss the potential risks. Future research should analyse concrete implementa-
tions of Gamification in information systems contexts and investigate related long-term effects. From a
practical perspective, we present Gamification as an innovative approach to enhancing end-user mo-
tivation to utilise information systems and illustrate the various options that can be applied to design
Gamification applications.
Keywords: Gamification, Information Systems, Mechanics & Dynamics, Literature Review.
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Twenty Second European Conference on Information Systems, Tel Aviv 2014 2
1 Introduction
Games have become a substantial part of daily life (McGonigal, 2011). Trying to take advantage of the
growing passion for games, Gamification (i.e., incorporation of game elements; cf. section 2.2 for a
detailed definition) is a trending phenomenon that aims to motivate people by applying elements
common to games in different contexts (Deterding et al., 2011a). Gamification applications have al-
ready been shown to be effective motivators for users in domains like finance, education and enter-
tainment (Hamari, 2013; Deterding et al., 2011a). Other recent studies demonstrate Gamification’s
behavioural impact in the health sector by addressing issues such as stroke rehabilitation (McNeill et
al., 2012), physical exercise (Hamari and Koivisto, 2013) and scenario-based learning for health pro-
motion (Menezes et al., 2013). Due to its positive influence on people’s motivation to engage in ac-
tion, Gamification is also closely tied to collective intelligence, crowd science and crowdsourcing as
various applications show (Franzoni and Sauermann, 2014; Eickhoff et al., 2012; Vassileva, 2012).
While empirical findings indicate that incorporation of game elements into repetitive and monotone
tasks makes them more fun and enjoyable (Flatla et al., 2011), Gamification helps users to become
more involved with applications (Rapp et al., 2012). Positive aspects notwithstanding, concerns related
to the effects of Gamification are increasingly being raised. Critics say Gamification is a buzzword
that companies use as a mere marketing tool (Chorney, 2013). They also argue that Gamification cuts
down the key motivational factors of games to a number of necessary but ineffective game mechanics,
which are not sufficient to motivate people. Furthermore, Gartner, Inc. (2012) predicts that, by 2014,
80% of the applications using Gamification will fail to meet their expectations due to poor design.
While little research exists concerning how Gamification can be successfully used within intra-
organisational contexts (Hamari, 2013; Fitz-Walter et al., 2012; Huotari and Hamari, 2012; Passos et
al., 2011), trying to foster effective usage of information systems (IS) through the application of Gami-
fication bears high potential to counteract the growing complexity and scope of such systems (Som-
merville et al., 2012). Moreover, considering that future employees will have grown up in a world
where video games are common and available to everyone, using Gamification as means to motivate
them seems reasonable (Burke and Hiltbrand, 2011). Despite first applications, the contexts in which
Gamification may be particularly useful have not yet been identified (Blohm and Leimeister, 2013).
The objective of this study is thus to answer the following research question:
How can Gamification be applied to IS to increase end-user motivation?
We conduct a systematic literature review to identify game elements used in Gamification. We pro-
vide a two-fold contribution. First, we advance the understanding of Gamification by providing a syn-
thesis of previous research in this novel field. Second, we guide future research as well as business
applications towards an effective usage of existing elements, including mechanics and dynamics. The
paper proceeds as follows. In Section 2, we provide the theoretical background pertaining to the rele-
vance of motivated users for IS success and the role of Gamification in this context. Section 3 outlines
the research approach and describes the process of identifying and analysing relevant literature. We
present our results in Section 4 and discuss the findings in Section 5. We conclude our study by draw-
ing general conclusions and providing implications for future research.
2 Theoretical Background
2.1 Importance of user motivation for IS success
Information systems are a key success factor for most organisations (Dedrick et al., 2003; Brynjolfs-
son and Hitt, 2000). Although many organisations make substantial investments into projects aimed at
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Twenty Second European Conference on Information Systems, Tel Aviv 2014 3
developing new or adapting existing IS, most of the resulting IS fail to meet their goals (Hsieh and
Wang, 2007). An important factor for the success of these IS is the personal motivation of end-users to
apply the implemented systems (McDaniel, 2011). This inevitably leads to the question of how organi-
sations can motivate potential users to utilise IS. Different approaches trying to explain system ac-
ceptance and usage exist in research, many of them having in common the individuals’ opinions and
perceptions of IS as an important factor for their behaviour (Agarwal and Karahanna, 2000). Moreo-
ver, some argue that so-called intrinsic factors are essential for motivating people effectively and sus-
tainably (Ke et al., 2013). Intrinsic motivation results from a desired behaviour itself, which possesses
an inherent value for an individual (Young, 1993). However, while intrinsic motivation involves form-
ing strong long-term relationships, such effects are difficult to predict. Distinguishing intrinsic and
extrinsic motivation, intrinsic motivation refers to performing an activity for the inherent satisfaction
of the activity itself, while extrinsic motivation, in contrast, refers to the performance of an activity in
order to attain some separable outcome (Ryan and Deci, 2000). Extrinsic motivation is caused by ex-
ternal rewards, punishments or regulations, such as bonus or promotion. Although it is said to be relia-
ble, the associated desired behaviour often ceases as soon as the external factors are removed. Since
Gamification tries to utilize intrinsic motivational factors, it can be applied in context of IS to offer an
alternative research stream concerning the end-user acceptance of IS (Hamari, 2013).
2.2 Gamification
Gamification is a new concept originating from the digital media domain (Deterding et al., 2011b). It
was first used in 2008, but only gained widespread recognition in the second half of 2010, when it
became a topic of conference presentations and was adopted by the industry. Due to its novelty, thus
far, few attempts have been made to define the term Gamification, which is why we found only two
definitions in literature. Deterding et al. (2011a, p. 10) define Gamification as “[...] the use of game
design elements in non-game contexts” while Huotari and Hamari (2012, p. 19) define it as “a process
of enhancing a service with affordances for gameful experiences in order to support user’s overall
value creation.” Because of its wider use in literature and a broader area of application, we align our
understanding of Gamification with the definition by Deterding et al. (2011a). This paper focuses on
game design elements that are mainly used: game mechanics and game dynamics (henceforth referred
to as M&D) (Zichermann and Cunningham, 2011). Mechanics are functional components of a gami-
fied application and provide various actions, behaviours and control mechanisms to enable user inter-
action (Hunicke et al., 2004). Some of the most common mechanics are, for example, point systems,
leaderboards, levels and challenges (Zichermann and Cunningham, 2011). Dynamics, on the other
hand, determine the individual’s reactions as a response to using the implemented mechanics. These
reactions try to satisfy fundamental needs and desires, including the desire for reward, self-expression,
altruism or competition (Bunchball, Inc, 2010). Thus, correct combinations of M&D creates a motivat-
ing, emotional and entertaining interaction (Neeli, 2012; Bunchball, Inc, 2010). “For example, the
mechanics of card games include shuffling, trick-taking and betting from which dynamics like bluffing
can emerge” (Hunicke et al., 2004, p. 4).
Akin paradigms include pervasive and serious games. While pervasive games expand the borders of
traditional digital games in a spatial, temporal or social manner (Montola et al., 2009), serious games
are full-fledged games for non-entertainment purposes. Instead, Gamification only uses game ele-
ments, like game M&D (Deterding et al., 2011a).
3 Research Approach
We apply a two-step research approach (cf. Figure 1), whereby we first conduct a systematic literature
review to identify relevant publications before analysing the identified publications for the coding of
M&D.
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Twenty Second European Conference on Information Systems, Tel Aviv 2014 4
ACM Digital Library
AISel
Emerald Insight
Proquest
EBSCO Host
IEEE Digital Library
300 publications 29 publications
186 M&D
5 Clusters
31 Master-M&D
Keyword search:
“gamif*”
Inclusion/
exclusion
criteria
(1) Systematic Literature Review (2) Data Analysis
ScienceDirect
Figure 1. Two-step research approach for identifying and clustering Gamification M&D.
3.1 Systematic Literature Review
For the identification of papers addressing Gamification, we applied a systematic scientific database
search. This included databases we deemed to be representative as they cover a wide range of journal
articles as well as conference publications, namely, Association for Information Systems Electronic
Library (AISel), Association for Computing Machinery (ACM) Digital Library, EBSCO Host, Emer-
ald Insight, Institute of Electrical and Electronic Engineers (IEEE) Xplore Digital Library, Proquest
(ABI/INFORM) and ScienceDirect. To cover a broad set of publications, potentially relevant papers
needed to contain the “gamif*” search string in title, keywords or abstract. We limited our search to
sources published after 2009, since the term “Gamification” did not widely diffuse until the second
half of 2010. Next, analysis on the first results of this search was performed to exclude publications
that did not belong to Gamification. This exclusion yielded in 96 articles. Additionally, 34 articles
were identified through a backward and 41 through forward analysis (Webster and Watson, 2002)
using Google Scholar.
Due to the novelty of Gamification, a restriction to publications in highly ranked magazines, journals
or conferences seemed inappropriate. Therefore, in the second step, two authors separately reviewed
the identified studies in detail and assessed their relevance for this study. To ensure transferability of
our findings to the IS context, we limited our focus to workplace studies only. Empirical studies of
Gamification implementations were included in order to gain insights into potential implementations
of Gamification and to gather information about empirical evaluations of used M&D. After the indi-
vidual classifications were completed, two authors compared and discussed their results. Out of the
171 remaining studies, 29 were declared as relevant for this research according to the criteria listed in
Table 1. These studies are printed in bold in the references.
Inclusion Criteria Exclusion Criteria
Published later than 2009 Published before 2010
Focus on Gamification No direct connection to Gamification (e.g., akin paradigms; cf. section 2.2)
Workplace as study context No workplace context (e.g., education, health, crowd sourcing)
Empirical studies on Gamification Editorials, papers not written in English language
Table 1. Inclusion and exclusion criteria.
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Twenty Second European Conference on Information Systems, Tel Aviv 2014 5
3.2 Data Analysis
Our data analysis is based on the approach by Jeyaraj et al. (2006). As a first step, we carefully read
and analysed all relevant studies to identify the considered or applied M&D of Gamification. Further-
more, we declared a name and a description for each identified M&D based on the information pro-
vided in the literature source. In order to uniformly code the influence of the M&D on the motivation
in qualitative and quantitative studies, we adapted the coding scheme by Jeyaraj et al. (2006), which
assigned three possible values to the influence: ‘+’, ‘-’ or ‘o’. The following rules were adopted for
coding the presumed influence of the M&D on the motivation. A positive influence of a mechanic or
dynamic on the motivation was coded as a ‘+’, if an empirical confirmation was given or the authors
strongly argued that a positive influence was exerted. Equally, a negative influence of mechanics or
dynamics on the motivation was coded as a ‘-’, if an empirical confirmation was given or the authors
strongly argued that a negative influence was exerted. Otherwise, no influence of mechanics or dy-
namics on the motivation was coded as a ‘o’, if no empirical confirmation was given in the source or
the authors strongly argued against the existence of an influence on the motivation. To aggregate the
identified M&D, we also adopted the method of Lacity et al. (2010). A list of so-called Master-
Mechanics and -Dynamics (Master-M&D) was created. A Master-M&D is an aggregation of similar
M&D consisting of a name and a description. If possible, an identified M&D was assigned to a Mas-
ter-M&D, otherwise a new Master-M&D was added to the list. Having completed the review, we fi-
nalised the Master-M&D list, whereby all assignments were checked for correctness. We were able to
identify 186 M&D in total, of which 84 were empirically confirmed to exert influence on motivation.
It has to be noted that, out of these empirically confirmed M&D, 31 had a weak empirical confirma-
tion, that is, only a small sample size was used in the quantitative studies, which limited transferability
of the reported findings. Furthermore, a positive influence on motivation was coded 172 times, no
influence was coded 14 times and negative influence was not found. Figure 2 illustrates the top five
coded M&D. These 186 M&D were then matched to 31 Master-M&D (all Master-M&D with their
descriptions are listed in Appendix A).
Figure 2. Top five coded M&D (times each M&D has been identified).
4 Findings
Following our identification of the Master-M&D, we grouped them into the five clusters: System De-
sign, Challenges, Rewards, Social Influences and User Specifics. Grouping was performed with regard
to the meaning of each Master-M&D, as well as the means employed in motivating users and eliciting
certain behaviours. Table 2 summarises the clusters and coding, while Figure 3 illustrates the number
of identified M&D and number of times each of these M&D was coded.
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Twenty Second European Conference on Information Systems, Tel Aviv 2014 6
Cluster Definition
System
Design
Master-M&D describing how a gamified application has to be designed and developed to motivate
a user. A typical example is the use of feedback mechanisms.
Challenges Master-M&D attempting to motivate users by providing challenges. In addition, all Master-M&D
were assigned to this cluster, which support the development or accomplishment of challenges,
such as the formulation of clear goals.
Rewards Master-M&D aiming to motivate the users by providing rewards (e.g., point systems or the award-
ing of badges) after certain actions were successfully taken.
Social
Influences
Master-M&D aiming to motivate users or a group of users by social dynamics and influences, such
as altruism, competition, gaining status or user high scores.
User
Specifics
Master-M&D motivating users by directly influencing the individual personality by, for example,
promoting self-expression.
Table 2. Clusters of Master-M&D.
Figure 3. Number of identified M&D (a) and numbers of times each is coded for each cluster (b).
4.1 System Design
With respect to the design of gamified IS, one of the most important mechanics that has to be consid-
ered is feedback mechanisms. Feedback should be immediate and motivating, especially after an ac-
tion was completed (Wang and Sun, 2011; Groh, 2012). Additionally, the user should be informed
about doing something wrong, and be allowed to undo false actions (Sweetser and Wyeth, 2005). A
simple example of an IS feedback mechanism is the use of progress bars, which indicate the progress
of filling in a form and inform the user about any false inputs (Huotari and Hamari, 2012). Progress
bars can create a feeling of achieving something, just by performing several actions (Burke and Hilt-
brand, 2011). It has to be noted that every feedback mechanism has to be evaluated in the working
context, such as the use of sounds and music as feedback. This kind of feedback is not appropriate for
every working environment, such as open space offices, but may be useful in noisy production areas
(Korn, 2012).
Furthermore, reminders of user’s past behaviour, for instance, a history of actions, can be helpful and
may ease future work (Liu et al., 2011). One of the next M&D identified in the context of system de-
sign is ‘meaning’, in a sense that the user believes that the work will produce something meaningful
(Gnauk et al., 2012). A creation of meaning for users may be realised by directly showing how their
actions influence the success of the organisation. Thus, gamified IS should support easy, enjoyable or
exciting interaction concepts by, for example, employing an attractive user interface with stimulating
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visuals (Gnauk et al., 2012). The design may visually resemble existing games, like Tetris (Korn,
2012), or use fantasy elements to make the experience more emotionally appealing to users (Li et al.,
2012). However, the use of such concepts may be limited because of the complexity of IS and the need
to ensure that the work is approached seriously.
4.2 Challenges
Another aspect of creating gamified IS relates to implementing challenges. Challenging tasks in IS
guide users by providing missions and rewarding them after successful completion (Bunchball, Inc,
2010). They give users a feeling that they are working towards a goal and support structuring tasks
(Korn, 2012; Bunchball, Inc, 2010). To create challenging working environments, clear goals have to
be defined and presented (Passos et al., 2011). The formulation of clear goals leads to enhanced user
performance, for instance, by being satisfied after fulfilling a set goal (Bandura, 1993). In addition,
increased satisfaction positively influences the performance on future tasks with similar goals.
Another way of creating challenges is using time pressure. This, however, might not be appropriate
when the focus is on ensuring the quality of work. Furthermore, the concept of ‘flow’ is often de-
scribed in relation with goals and challenges. It refers to a state where the challenges that users face
nearly perfectly meet their skills (Nakamura and Csikszentmihalyi, 2001). In this state, the user is
neither bored nor overstrained. Combining the concept of flow and the identified mechanic ‘progres-
sive disclosure’ – which describes the adjustment of task difficulties based upon the increasing skills
of users (Li et al., 2012) – gamified IS should provide challenges that automatically adjust their degree
of difficulty so that a state of flow is guaranteed. The use of challenges in IS may be limited because
of a high number of monotone and standard tasks. Nonetheless, challenges can be used, for example,
to motivate users to explore the IS in detail, to show unknown or new functions and features, as well
as to demonstrate new ways of solving problems.
4.3 Rewards
Most Gamification applications make use of point systems (Zichermann and Cunningham, 2011).
Point systems reward users by adding a certain number of points to the user’s account for completed
actions or combinations of these (Burke and Hiltbrand, 2011). They motivate users because of their
cumulative nature, which drives users to remain active (Burke and Hiltbrand, 2011; Smith, 2011). For
a successful implementation of point systems in IS, transparency related to the purpose of a point sys-
tem in general and the manner in which points are awarded must be guaranteed (Nicholson, 2012).
Furthermore, transparent point systems should be considered when gamifying IS because they form a
foundation for many other mechanics, such as achievements, in addition to being easy to implement
and integrate into existing systems.
In the past, achievements and badges were used as alternative forms of rewarding users. In the context
of the present study, achievements are defined as a reward for completing a clear and desirable goal
(Liu et al., 2011). In contrast, badges consist of optional rewards and goals whose fulfilment is stored
outside the scope of core activities (Hamari, 2013). Some badges may be designed as hidden and are
only awarded by surprise when some special actions were taken (Domínguez et al., 2013). In addition
to being surprised with an award, the users might be motivated to continue exploration of IS features
in order to discover these hidden badges. By rewarding users, for instance, with badges, dynamics of
ownership may develop. This concept represents a positive, sustained connection to an entity, for in-
stance, a badge with visual representation leading to a feeling of shared ownership (Burke and Hilt-
brand, 2011). Users may be motivated to sustain or expand their ownership, which leads to increased
work performance. An example of ownership in IS may be a badge that is awarded because a certain
level of work quality is achieved, and may be lost if the level of quality decreases. Achievements,
badges and point systems can be further combined with the M&D bonus. The bonus dynamic relies on
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Twenty Second European Conference on Information Systems, Tel Aviv 2014 8
bonuses as a reward for having completed a series of challenges or tasks (Burke and Hiltbrand, 2011).
In games, bonuses typically take the form of funny bonus levels or additional game functions. To ap-
ply bonuses in gamified IS, they must fit to the underlying reward system. For instance, bonus points
can be rewarded after successful completion of a special task or achievement (Fernandes et al., 2012).
Moreover, bonus mini games may be awarded in IS, after a completion of a series of tiring tasks, aim-
ing to re-establish concentration and motivation.
4.4 Social Influences
Social influences are an important aspect of gamified systems. The most important (i.e., most often
coded) mechanics of this category are ‘leaderboards’. In the context of Gamification, leaderboards are
used to track and display action progress (Bunchball, Inc, 2010). Leaderboards usually motivate users
for two reasons. First, they make one’s personal performance visible and present it to others, thus
demonstrating one’s capabilities. Second, they promote competition among participating users, which
is sustained through regular leaderboard updates (Depura and Garg, 2012; Burke and Hiltbrand, 2011).
In the IS context, the application of leaderboards may be suitable because existing organisational
structures can be used to foster competition (Yates and Wootton, 2012). For example, leaderboards
can be developed for individual employees, teams, organisational units or different locations. In gen-
eral, competition as a game dynamic may positively influence motivation of some users. However, as
competition may not be appropriate in a working environment, shadowing may be implemented in-
stead. Shadowing is derived from racing games and describes a method where users can compete
against their own records (Korn et al., 2012).
Furthermore, most humans have a desire for status, reputation and fame (Bunchball, Inc, 2010). These
desires can be satisfied by humans performing certain actions by themselves, thus increasing users’
motivation to engage in these actions (Deterding, 2012; Vassileva, 2012). In particular, completion of
achievements and personal level-ups (cf. section 4.5) may support satisfaction of these desires. The
opposite social dynamic of competition is collaboration. This game dynamic rallies people to work
together to solve problems and overcome challenges (Burke and Hiltbrand, 2011). Gamified IS that
support collaboration may improve problem solving processes, facilitate synergy effects and increase
motivation. To strengthen relationships in collaborative teams, dynamic altruism may emerge when
supported, for instance by enabling virtual gift giving (Nakajima and Lehdonvirta, 2013). When eval-
uating collaboration in a gamified IS, the so-called ‘social facilitation’ dynamic should be considered
(Hamari and Koivisto, 2013). It describes an effect where individual users achieve better results at
simple tasks when working in a group or being in company of other individuals (Zajonc, 1965).
4.5 User Specifics
The most important mechanic aspect in this cluster is ‘user levels’. In video games, user levels docu-
ment the players’ abilities and progress (Gnauk et al., 2012). However, they may be easily transferred
to more serious areas, such as Gamification in the IS context. They can, for example, express expertise
or skill maturity levels of an employee in certain fields. This can also be used to support knowledge
management, by enabling an electronic catalogue of employee skills (Garud and Kumaraswamy, 2005;
Lindvall and Rus, 2003), thus offering a possibility to easily evaluate knowledge acquisition and dis-
semination. The user level mechanic may also be used to define goals and support progressive disclo-
sure by, for example, changing the difficulty and offering new challenging goals after the user reaches
a new level (Burke and Hiltbrand, 2011). Furthermore, enabling users to move to a higher level may
lead to a desire to earn reputation or status by reaching high levels, thus leading to an increased moti-
vation (Bunchball, Inc, 2010).
Another identified dynamic in this category is ‘self-expression’, which results from having a desire to
express autonomy, identity or originality, or to mark one's personality as unique (Bunchball, Inc,
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Twenty Second European Conference on Information Systems, Tel Aviv 2014 9
2010). While enabling self-expression leads to increased participation and engagement, it may be dif-
ficult to realise in the IS context. Possible use cases include offering the possibility to write work-
related articles (Bista et al., 2012), or to implement a billboard to foster communication. Another way
to enable self-expression is to implement the mechanic ‘virtual character’, which uses a virtual avatar
to represent the employee. This mechanic can also be used to support the social dynamic of sharing
virtual goods for characters, or to represent a certain user level.
5 Discussion
Our systematic review of extant literature on Gamification yielded five clusters of 31 Master-M&D
that can be applied to gamify IS. With this paper, we provide an overview of the various design op-
tions pertaining to Gamification. Although we identified a positive influence of most M&D on the
motivation of employees, an arbitrary selection and application of Gamification M&D is not expedi-
ent. We believe that expedient designs need to consider all M&D clusters identified in our review,
namely System Design, Challenges, Rewards, Social Influences and User Specifics (cf. Table 2). Our
findings suggest that presence of many interdependencies enables and amplifies the effectiveness of
Gamification in the IS domain.
Moreover, attention should be paid to the setting to which Gamification is applied (Blohm and Lei-
meister, 2013). In general, Gamification is not suitable for every context and not every M&D can be
effectively applied to each setting (Hamari, 2013). It is thus essential to fully understand the context
before developing a Gamification design (Rapp et al., 2012). Two further aspects to be considered are
employees’ affinity for games and the novelty of the IS in which Gamification is applied (Hamari,
2013). Employees’ affinity for (video) games is crucial for Gamification effectiveness and may vary
among employee groups, especially concerning different generations of employees. We therefore be-
lieve that a workspace with mostly young employees would be the most promising environment for
successfully applying Gamification, as older employees’ affinity to digital games might not be suffi-
cient (cf. also McGonigal (2011)). Moreover, Gamification should predominantly be applied to newly
developed IS. The application of Gamification to existing IS bears the risk of employees rejecting the
new gamified aspects due to their habits and the effort required for initial trainings.
Organisations might counteract the predicted trend of Gamification failure due to poor design (Gart-
ner, Inc, 2012) by using systematic approaches. One systematic approach to designing the IS Gamifi-
cation is proposed by Neeli (2012). This three-step approach first requires assessing the main purpose
of the task to be gamified. The second step deals with the identification of the underlying objectives
for the different employees involved in this task (cf. Aparicio et al., 2012). Such objectives can, for
instance, be derived from analysing users’ past behaviours (Blohm and Leimeister, 2013). Finally,
M&D are selected to increase employee motivation towards reaching the underlying objectives. In the
process of selecting M&D, interdependencies should be considered. An example of interdependency is
a ranking list (Burke and Hiltbrand, 2011), which is usually implemented along with a point system
(Zichermann and Cunningham, 2011; Bunchball, Inc, 2010). On the other hand, adequate combina-
tions of award systems can yield synergetic effects. Thus, a systematic and expedient approach might
lead to a higher success rate of Gamification in IS contexts.
Furthermore, organisations can implement mechanics on different levels (Neeli, 2012). Mechanics can
be superficially implemented and independent from underlying activities. For instance, when using a
point system, each user could receive a specific number of points for each successfully completed
task. By intensifying the coherence between Gamification and tasks, mechanics are integrated into
work activities. The stronger dependency between the task and the related mechanics can be exempli-
fied by linking the number of points to the quality of the task performed. In extreme cases, a task
could be fully embedded in a mechanic. As an example, activities might consist of several missions.
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Twenty Second European Conference on Information Systems, Tel Aviv 2014 10
While we believe that integration of M&D is an adequate approach to effective Gamification, it is
important to note that the implementation is not solely determined by the organisation itself (Nichol-
son, 2012). Employees utilising the IS need to be considered as well. If possible, employees should be
involved in the design of Gamification. Without coordinating employee needs, activities to be sup-
ported and the work context, Gamification is likely to fail.
While we did not identify direct negative consequences of implementing M&D (cf. section 3.2), we
are aware of potential risks that need to be considered when making a decision about the application of
Gamification. We discuss major risks identified during our analysis (cf. Table 3) below; nonetheless,
future research on this topic is required.
Risk Description Reference
Task quality Quality of tasks may suffer if gamified elements distract from the
main purpose of activities.
Blohm and Leimeister
(2013)
Cheating the
system
If underlying rules are not clearly defined, it enables cheating,
which can lead to rejection of implemented game elements by other
employees.
Zichermann and Cunning-
ham (2011), Reeves and
Read (2009)
Privacy Monitoring and surveillance based on data collected on both the
activity performed and the employee performing the activity are
likely to breech privacy rights.
Reeves and Read (2009)
Declining
effects
Can occur once the novelty of Gamification has worn off as, for
instance, challenges might gradually be perceived as too simple.
Nakajima and Lehdonvirta
(2013), Burke and Hilt-
brand (2011)
Table 3. Gamification risks.
One of the identified risks associated with Gamification relates to the quality of tasks, which may suf-
fer when gamified elements distract users from the main purpose of activities (Blohm and Leimeister,
2013). Losses in productivity may be another consequence of such distraction. Consequently, adequate
level of Gamification must be carefully considered. Moreover, it is likely that productivity declines
when employees feel a disadvantage due to other employees cheating the system to easily gain re-
wards (Zichermann and Cunningham, 2011; Reeves and Read, 2009). In the worst cases, not clearly
defined rules allow for cheating, which can lead to rejection by other employees. Thus, to prevent
cheating, Gamification requires both clear rules and controls (Poltrock et al., 2012; Rapp et al., 2012;
Reeves and Read, 2009).
In addition, privacy issues need to be considered. Gamification offers new ways of electronic monitor-
ing and surveillance (Reeves and Read, 2009). In gamified applications, data can be collected for both
the activity performed and the employee performing the activity (e.g., IS usage, individual perfor-
mance). Through such monitoring, employee privacy and personal rights are more likely to be harmed.
Likewise, publication of the gathered data may lead to other negative consequences. For example,
disseminating data concerning challenges (e.g., failures or slow progress) can lead to decreases in mo-
tivation or may undermine the relationships between employer and colleagues (Reeves and Read,
2009). These issues can be avoided through the differentiation between private and public data (Burke
and Hiltbrand, 2011). In addition, employees should be given the choice whether or not to publish
private data (Reeves and Read, 2009). Furthermore, Gamification bears the risk that employees per-
ceive a high level of organisational control (Nicholson, 2012; Yates and Wootton, 2012), which can
result in feelings of loss of autonomy and reduced self-control (Reeves and Read, 2009). To counteract
this process, individual data should only be used in an aggregated form (Nicholson, 2012; Yates and
Wootton, 2012). Otherwise, Gamification’s positive effects on employee motivation may be under-
mined by threats of trust towards the employing organisation.
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Twenty Second European Conference on Information Systems, Tel Aviv 2014 11
Implementing Gamification should not only be about a meaningful design of game elements into work
activities, but also incorporate the long-term perspective and organisational strategic objectives. Oth-
erwise, an organisation might not be prepared for the risk of declining positive effects over time,
which might occur once the novelty of Gamification has worn off (Nakajima and Lehdonvirta, 2013).
Employee skills will likely improve due to challenges accomplished (Passos et al., 2011), which might
consequently be perceived as too simple and require adaptations and changes of M&D to ensure con-
tinued Gamification benefits. This, however, may require additional expenditure (e.g. for higher chal-
lenges) over time. Another concern is the decrease of satisfaction due to continuous rewards of gami-
fied elements in case of successful task accomplishments (Burke and Hiltbrand, 2011). Moreover, one
has to consider the consequences of removing gamified elements. For example, when these elements
are removed from an IS, employee performance may decline below the level prior to introduction of
Gamification (Nicholson, 2012; Poltrock et al., 2012). Consequently, complete removal of gamified
elements should be carefully considered. Alternatively, a new gamified system can be implemented to
keep motivation high (Poltrock et al., 2012). This approach, however, might require continuous in-
vestments (Zichermann and Cunningham, 2011).
6 Conclusion
Based on the analysis we provided in this work, organisations need to recognise that Gamification is
more than a buzzword and requires meaningful designs in order to successfully integrate Gamification
into IS. The ultimate goal of Gamification should therefore be to make tasks enjoyable for the em-
ployees, as a means of fostering their intrinsic motivation towards the tasks. Our study is a first step in
that direction, since we explain Gamification M&D that can be applied in the IS context.
Our main contribution is the synthesis of Gamification M&D. The clustering identifies the main as-
pects that should be considered when applying or evaluating Gamification approaches. Since our focus
is on the IS domain, we transfer Gamification to a new context. As broadly illustrated in our results,
Gamification has a great potential to motivate IS end-users, which might lead to increased productivi-
ty. As discussed in the previous section, however, it is equally important to consider the potential risks
of Gamification. A systematic analysis of these risks should be one of the next steps on the agenda of
future Gamification research. In addition, we recognise significant potential in analysing concrete
implementations of Gamification in IS contexts. As pointed out above, Gamification might show the
greatest benefits when implemented in newly designed IS. As such, in-depth case studies should be
conducted in order to foster theory development. Long-term effects of Gamification are worth being
researched as well, especially when considering the decreasing positive effects of Gamification over
time (cf. section 5). Empirical investigations should also focus on corroborating the identified influ-
ences as well as analysing the interdependent effects of Gamification M&D.
Within this study, we present Gamification as an innovative approach to fostering the end-user moti-
vation to utilise IS. Accordingly, we provide a means to increase the acceptance of technology, espe-
cially when considering future generations of IS end-users, who have a high affinity to video games.
In addition to the general motivation to use Gamification in organisation contexts, we illustrate the
various options to design Gamification applications. Our clusters of Master-M&D should be of partic-
ular interest since they show the comprehensive potential to motivate employees in general, and IS
end-users in particular, through the application of Gamification. Finally, our discussion of risks related
to the application of Gamification provides insights into the Gamification’s limitations. Organisations
should not see Gamification as a ‘magic bullet’ for end-user motivation, but as a means that has to be
carefully and deliberately integrated into organisational structures to support a motivational culture.
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Twenty Second European Conference on Information Systems, Tel Aviv 2014 12
Appendix A – Gamification’s Master-M&D
Name (# coded) Description
System Design
Feedback (12) Immediate feedback is used to keep the player aware of his progress or failures in real-
time (Passos et al., 2011).
Audible feedback (4) Implementing sound effects and / or background music (Li et al., 2012).
Reminder (1) Reminder of past behaviour of the user, e.g., a history of actions (Liu et al., 2011).
Meaning (5) “[…] For meaningful gamification, it is important to take into consideration the back-
ground that the user brings to the activity and the organizational context into which the
specific activity is placed. […] The game elements need to come out of aspects of the
underlying activity that are meaningful to the user” (Nicholson, 2012, pp. 2-5).
Interaction
concepts (4)
“This includes an attractive user interface with stimulating visuals and exciting interac-
tion concepts, as well as a high degree of usability” (Gnauk et al., 2012, p. 105).
Visually resembling
existing games (3)
Creating a visual design, which is very similar to existing games. For example, design-
ing the system similar to the well-known Tetris game (Korn, 2012, p. 315).
Fantasy (4) "Fantasy evokes images of objects or situations that aren’t actually present. This can
make the experience more emotionally appealing to users” (Li et al., 2012, p. 105).
Challenges
Goals (23) Goals of the underlying activity should be adapted as challenges for the user (Passos et
al., 2011).
Time pressure (5) Creating time pressure on activities, e.g., through counters or hourglasses (Li et al.,
2012).
Progressive disclo-
sure (6)
“A game helps players to continuously increase their skills by progressive disclosure of
both knowledge and challenge […]. This will help ensure that the challenges in the
game match the player’s skill levels […]” (Li et al., 2012, pp. 105).
Rewards
Ownership (4) "The ownership dynamic represents a positive, sustained connection to an entity that
leads to a feeling of shared ownership" (Burke and Hiltbrand, 2011, p. 14).
Achievement (18) A reward for completing a clear and desirable goal (Liu et al., 2011).
Point system (15) Point systems reward users for completing actions, whereby a numeric value is added to
their overall point total (Burke and Hiltbrand, 2011).
Badges (10) “Badges consist of optional rewards and goals whose fulfilment is stored outside the
scope of the core activities of a service” (Hamari, 2013, p. 2).
Bonus (6) Bonuses are rewarded for having completed a series of challenges or core functions
(Burke and Hiltbrand, 2011).
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Twenty Second European Conference on Information Systems, Tel Aviv 2014 13
Loss aversion (1) Loss aversion is a game mechanic that influences user behaviour not by a reward, but by
not instituting punishment when the targeted goal is not achieved (Liu et al., 2011).
Social Influences
Status (6) “Most humans have a need for status, recognition, fame, prestige, attention and, ulti-
mately, the esteem and respect of others” (Bunchball, Inc, 2010, p. 10). “[…] Status can
be earned by the user in isolation, by performing certain actions” (Vassileva, 2012, p.
183).
Collaboration (6) "The community collaboration game dynamic rallies an entire community to work to-
gether to solve a riddle, resolve a problem, or overcome a challenge” (Burke and Hilt-
brand, 2011, p. 13).
Reputation (4) "Reputation is based on the opinion of other users about the user or her contribution”
(Vassileva, 2012, p. 4183).
Competition (5) Competitions enable users to challenge each other (Bunchball, Inc, 2010).
Envy (1) This dynamic is based on the user’s desire to have what others have (Burke and Hilt-
brand, 2011).
Shadowing (2) Shadowing describes a method where users attempt to improve their previous records
(Korn et al., 2012).
Social facilitation (7) Describes an effect where individual users achieve better results at simple tasks in the
presence of other people or when working in groups (Zajonc, 1965).
Conforming behav-
iour (4)
“Conforming behavior is the desire not to act against group consensus, colloquially
known as peer pressure” (Nakajima and Lehdonvirta, 2013, p. 117).
Leaderboards (8) “[...] Leaderboards are used to track and display desired actions, using competition to
drive valuable behaviour” (Bunchball, Inc, 2010, p. 10).
Altruism (3) In this context, altruism refers to virtual gift giving with the aim of strengthening the
relationships between users (Nakajima and Lehdonvirta, 2013).
Virtual goods (2) Virtual goods are non-physical, intangible objects that can be purchased or traded
(Bunchball, Inc, 2010).
User Specifics
User levels (7) “Levels indicate the proficiency of the player in the overall gaming experience over time
[...]” (Gnauk et al., 2012, pp. 104-105).
Ideological
incentives (1)
“[...] Ideological incentives is the notion of influencing user behavior through influenc-
ing their attitudes and values, in other words, educating the user on a deeper level. The
ideological incentive makes it possible to motivate the user by himself” (Nakajima and
Lehdonvirta, 2013, p. 11).
Virtual character (4) A virtual character (i.e. an avatar) represents the employee (Passos et al., 2011).
Self-expression (5) Self-expression results from having a desire to express autonomy, identity or originality,
or to mark one's personality as unique (Bunchball, Inc, 2010).
Table 4. Identified Master-M&D.
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Twenty Second European Conference on Information Systems, Tel Aviv 2014 14
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