2024
Macey, Joseph; Adam, Martin; Hamari, Juho; Benlian, Alexander
Examining the Commonalities and Differences Between Gamblification and Gamification: A Theoretical Perspective Journal Article
In: International Journal of Human–Computer Interaction, pp. 1–14, 2024.
Abstract | Links | Tags: Behavioral change, Extrinsic motivation, Gamblification, Gamblified systems, Gamification, Intrinsic motivation, Reward uncertainty
@article{Macey2024b,
title = {Examining the Commonalities and Differences Between Gamblification and Gamification: A Theoretical Perspective},
author = {Joseph Macey and Martin Adam and Juho Hamari and Alexander Benlian},
url = {https://www.tandfonline.com/doi/full/10.1080/10447318.2024.2346690#abstract
https://www.tandfonline.com/doi/epdf/10.1080/10447318.2024.2346690?needAccess=true},
doi = {10.1080/10447318.2024.2346690},
year = {2024},
date = {2024-05-05},
urldate = {2024-05-05},
journal = {International Journal of Human–Computer Interaction},
pages = {1–14},
abstract = {Gamification has arguably emerged as the most dominant of persuasive technologies, giving rise to a multidisciplinary field and diverse associated industries. As the field has grown, so too has the need for further resolution, nuance, and conceptual acuity; it is important to be able to distinguish different facets once the use of umbrella terminology becomes insufficient. One notable area of interest is gamblification, the study of which is not yet as well-developed; while gamblification is often conceptualized as an extension of gamification, recent research has found it to be an effective means of engaging users in alternative ways. This article examines points of similarity and difference between gamblification and gamification, with the intention to highlight the scope of gamblification as a means to promote specific user behavior and, furthermore, to provide a clear theoretical basis for the ongoing investigation into this phenomenon. The most significant point of difference is that while successful gamification primarily utilizes intrinsic motivations to effect meaningful change, gamblification does so predominantly through leveraging extrinsic motivations. Consequently, gamification and gamblification are used to achieve different aims and are suited to different contexts. Finally, a future research agenda for developing the study of gamblification is presented.},
keywords = {Behavioral change, Extrinsic motivation, Gamblification, Gamblified systems, Gamification, Intrinsic motivation, Reward uncertainty},
pubstate = {published},
tppubtype = {article}
}
2019
Xi, Nannan; Hamari, Juho
Does Gamification Satisfy Needs? A Study on the Relationship Between Gamification Features and Intrinsic Need Satisfaction Journal Article
In: International Journal of Information Management, vol. 46, pp. 210-221, 2019, ISSN: 0268-4012.
Abstract | Links | Tags: Gamification, Intrinsic motivation, Motivational information system, Persuasive technology, Social networking
@article{Xi2019,
title = {Does Gamification Satisfy Needs? A Study on the Relationship Between Gamification Features and Intrinsic Need Satisfaction},
author = {Nannan Xi and Juho Hamari},
doi = {10.1016/j.ijinfomgt.2018.12.002},
issn = {0268-4012},
year = {2019},
date = {2019-06-01},
journal = {International Journal of Information Management},
volume = {46},
pages = {210-221},
abstract = {Gamification is increasingly used as an essential part of today’s services, software and systems to engage and motivate users, as well as to spark further behaviors. A core assumption is that gamification should be able to increase the ability of a system or a service to satisfy intrinsic needs, and thereby the autotelicy of use as well as consequent change in beneficial behaviors. However, beyond these optimistic expectations, there is a dearth of empirical evidence on how different gamification features satisfy different dimensions intrinsic needs. Therefore, in this study we investigate the relationships between the user (N = 824) interactions with gamification features (immersion, achievement and social -related features) and intrinsic need satisfaction (autonomy, competence and relatedness needs) in Xiaomi and Huawei online gamified communities that represent two large technology product-related online brand communities in China through a survey-based study. The results indicate that immersion-related gamification features were only positively associated with autonomy need satisfaction.
Achievement-related features were not only positively associated with all kinds of need satisfaction, but also the
strongest predictor of both autonomy and competence need satisfaction. Social-related gamification features,
were positively associated with autonomy, competence and relatedness need satisfaction. The results imply that
gamification can have a substantially positive effect on intrinsic need satisfaction for services users.},
keywords = {Gamification, Intrinsic motivation, Motivational information system, Persuasive technology, Social networking},
pubstate = {published},
tppubtype = {article}
}
Achievement-related features were not only positively associated with all kinds of need satisfaction, but also the
strongest predictor of both autonomy and competence need satisfaction. Social-related gamification features,
were positively associated with autonomy, competence and relatedness need satisfaction. The results imply that
gamification can have a substantially positive effect on intrinsic need satisfaction for services users.
Vahlo, Jukka; Hamari, Juho
Five-Factor Inventory of Intrinsic Motivations to Gameplay (IMG) Proceedings Article
In: Bui, Tung (Ed.): Proceedings of the 52nd Hawaii International Conference on System Sciences, pp. 2476-2485, HICSS, 2019, ISBN: 978-0-9981331-2-6.
Abstract | Links | Tags: Confirmatory factor analysis, Intrinsic motivation, Motivations to play, Scale validation, Self-determination theory, Survey
@inproceedings{Vahlo2019,
title = {Five-Factor Inventory of Intrinsic Motivations to Gameplay (IMG)},
author = {Jukka Vahlo and Juho Hamari},
editor = {Tung Bui},
url = {https://urn.fi/URN:NBN:fi:tuni-201910244074},
doi = {doi:10.24251/HICSS.2019.298},
isbn = {978-0-9981331-2-6},
year = {2019},
date = {2019-01-08},
urldate = {2019-01-08},
booktitle = {Proceedings of the 52nd Hawaii International Conference on System Sciences},
pages = {2476-2485},
publisher = {HICSS},
abstract = {In this study, we develop and validate Intrinsic Motivations to Gameplay (IMG) inventory. In Study 1, psychometric properties of a preliminary 10-item version of IMG were investigated by employing an online survey data collected among Finnish and Danish population (N = 2,205). In Study 2, a 23-item version of IMG was developed based on further
interview data and survey data collected among Canadian population (N = 1,322). The 23-item version of IMG revealed five factors of intrinsic motivations for gameplay: Relatedness, Autonomy, Competence, Immersion, and Fun. In Study 3, a third survey was conducted among Finnish and Japanese participants (N = 2,057) to design a Self-Determination theory (SDT) informed confirmatory factor analysis (CFA). The CFA validated a 15-item version of IMG inventory, which can be utilized widely in studies on digital gaming and gamification to better understand player preferences.},
keywords = {Confirmatory factor analysis, Intrinsic motivation, Motivations to play, Scale validation, Self-determination theory, Survey},
pubstate = {published},
tppubtype = {inproceedings}
}
interview data and survey data collected among Canadian population (N = 1,322). The 23-item version of IMG revealed five factors of intrinsic motivations for gameplay: Relatedness, Autonomy, Competence, Immersion, and Fun. In Study 3, a third survey was conducted among Finnish and Japanese participants (N = 2,057) to design a Self-Determination theory (SDT) informed confirmatory factor analysis (CFA). The CFA validated a 15-item version of IMG inventory, which can be utilized widely in studies on digital gaming and gamification to better understand player preferences.
Meriläinen, Mikko
First-Timer Learning Experiences in Global Game Jam Journal Article
In: International Journal of Game-Based Learning, vol. 9, iss. 1, pp. 30-41, 2019, ISSN: 2155-6857.
Abstract | Links | Tags: Game jam, Game-based learning, Intrinsic motivation, Self-determination theory
@article{Meriläinen2019,
title = {First-Timer Learning Experiences in Global Game Jam},
author = {Mikko Meriläinen},
doi = {10.4018/IJGBL.2019010103},
issn = {2155-6857},
year = {2019},
date = {2019-01-01},
journal = {International Journal of Game-Based Learning},
volume = {9},
issue = {1},
pages = {30-41},
abstract = {Game jams are accelerated game creation events usually taking place over the course of a short time period. A variety of learning outcomes from game jamming has been discussed in previous research, with learning being a common motivation for attending game jams. Despite this, there has been little research into the psychological mechanisms driving learning and participation. In this article, the learning experiences of four first-time participants in the Global Game Jam are examined through self-determination theory. Results suggest that a wide spectrum of learning is experienced during a game jam, and game jams offer at least a temporary heightened sense of creativity and competence. Assessment remains an issue, however, and learning benefits may be contingent on the jam setting. All three basic psychological needs listed in self-determination theory are potentially fulfilled by game jam attendance, suggesting the relevance of self-determination theory in further jam research.},
keywords = {Game jam, Game-based learning, Intrinsic motivation, Self-determination theory},
pubstate = {published},
tppubtype = {article}
}
