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.
Hassan, Lobna; Dias, Antonio; Hamari, Juho
How Motivational Feedback Increases User's Benefits and Continued Use: A Study on Gamification, Quantified-Self and Social Networking Journal Article
In: International Journal of Information Management, vol. 46, pp. 151-162, 2019, ISSN: 0268-4012.
Abstract | Links | Tags: Continued use, Feedback, Gamification, Hedonic design, Quantified-self, Social networking
@article{Hassan2019,
title = {How Motivational Feedback Increases User's Benefits and Continued Use: A Study on Gamification, Quantified-Self and Social Networking},
author = {Lobna Hassan and Antonio Dias and Juho Hamari},
doi = {10.1016/j.ijinfomgt.2018.12.004},
issn = {0268-4012},
year = {2019},
date = {2019-06-01},
journal = {International Journal of Information Management},
volume = {46},
pages = {151-162},
abstract = {With the increasing provenance of hedonic and social information systems, systems are observed to employ other forms of feedback and design than purely informational in order to increase user engagement and motivation. Three principle classes of motivational design pursuing user engagement have become increasingly established; gamification, quantified-self and social networking. This study investigates how the perceived prominence of these three design classes in users’ use of information system facilitate experiences of affective, informational and social feedback as well as user’s perceived benefits from a system and their continued use intentions. We employ survey data (N = 167) gathered from users of HeiaHeia; an exercise encouragement system that employs features belonging to the three design classes. The results indicate that gamification is positively associated with experiences of affective feedback, quantified-self with experiences of both affective and informational feedback and social networking with experiences of social feedback. Experiences of affective feedback are further strongly associated with user perceived benefits and continued use intentions, whereas experiences of informational feedback are only associated with continued use intentions. Experiences of social feedback had no significant relationship with neither. The findings provide practical insights into how systems can be designed to facilitate different types of feedback that increases users’ engagement, benefits and intentions to continue the use of a system.},
keywords = {Continued use, Feedback, Gamification, Hedonic design, Quantified-self, Social networking},
pubstate = {published},
tppubtype = {article}
}
