... Recent research has shown that gamified activities serve not only hedonic or monetary purposes (Lowry et al., 2013) but also other goals as well. Such goals include creating innovations (Roth, Schneckenberg, & Tsai, 2015), teaching or learning more effectively (Buckley & Doyle, 2016;Cheong, Filippou, & Cheong, 2014;Dicheva, Dichev, Agre, & Angelova, 2015;Kim, Song, Lockee, & Burton, 2018;Landers & Armstrong, 2017;Marti-Parreno, Méndez-Ibánez, & Alonso-Arroyo, 2016;Wouters, van Nimwegen, van Oostendorp, & van der Spek, 2013), propagating a healthy lifestyle (González et al., 2016;Hamari & Sjöblom, 2017;Johnson et al., 2016;Pérez, Rivera, & Delgado-Fernández, 2017;Wu, Kankanhalli, & Huang, 2015), generating and evaluating ideas (Scheiner, 2015), increasing employees' intrinsic motivation (Blohm & Leimeister, 2013;Robson, Plangger, Kietzmann, McCarthy, & Pitt, 2016), enhancing an individual's performance (Mekler, Brühlmann, Opwis, & Tuch, 2013;Warmelink, Koivisto, Mayer, Vesa, & Hamari, 2018), enhancing a team's performance through supraliminal priming (Dennis, Minas, & Bhagwatwar, 2013), better recognizing cybersecurity (e.g., for employees) (Adams & Makramalla, 2015;Baxter, Holderness, & Wood, 2016), creating sophisticated talent selection processes (Tansley, Hafermalz, & Dery, 2016), relaxing during working hours (Trinkle, Crossler, & Warkentin, 2014), or simply relaxing for leisure (Lowry et al., 2013). In fact, previous research claims that most systems use multiple motives and suggests that including game-like or hedonic elements, even in traditionally extrinsic-oriented systems, can improve a user's experience and continuance (Lowry, Gaskin, & Moody, 2015;Treiblmaier, 2009). ...