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}
}
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.
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.
