2019
Xi, Nannan; Hamari, Juho
In: International Journal of Information Management, vol. 46, pp. 210-221, 2019, ISSN: 0268-4012.
Journal article
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)
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.
In proceedings Open access
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
In: International Journal of Game-Based Learning, vol. 9, iss. 1, pp. 30-41, 2019, ISSN: 2155-6857.
Journal article
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}
}