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Gamification-Elemente bei Apps zur Bewegungsförderung

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Abstract

Die Nutzung von Apps zur Gesundheitsförderung ist ein stetig wachsendes Forschungsthema im mHealth-Bereich. Wenig überprüft wurde bisher, welche konkreten Funktionen von Apps die Motivation tatsächlich erhöhen und nachfolgendes Bewegungsverhalten verändern. Wir untersuchten insbesondere die Rolle von Gamification, sogenannte Spiel-Elemente wie Punkte, Trophäen und Ranglisten. Gamification kann in vielfältiger Weise in Apps implementiert werden; es muss allerdings noch gezeigt werden, unter welchen Bedingungen gamifizierte Produkte erfolgreich sind. In einer Interventionsstudie mit Pre-/Posttest-Design untersuchten wir den Einfluss von spieltypischen Elementen bei Running-Apps. Hierzu testeten 82 Mitglieder von Sportvereinen über einen Zeitraum von drei Wochen entweder eine gamifizierte oder eine konventionelle App. Die Ergebnisse zeigten, dass die Gruppe mit der Gamification-App einen mehr als doppelt so hohen Laufzuwachs hatte im Vergleich zur Gruppe mit der konventionellen App. Auch die motivationale Wahrnehmung der gamifizierten App wurde positiver eingeschätzt als die der konventionellen App. Darüber hinaus war die Wettbewerbsorientierung ein bedeutsamer Prädiktor für die Differenz im Bewegungsverhalten über die drei Wochen. Dieser Effekt wurde jedoch für beide App-Gruppen gefunden, sodass die Wettbewerbsorientierung gleichermaßen bei Gamification als auch den konventionellen Funktionen einen positiven Einfluss hatte. Diese Befunde legen nahe, dass gamifizierte Apps gut bewertet werden und somit einen Beitrag zur Entwicklung einer gesundheitsförderlichen Lebensweise leisten können. Sie könnten auch eine Rolle bei Gesundheitsinterventionen in Unternehmen spielen. Welche Langzeiteffekte Gamification-Elemente haben, sollte in weiterführenden Studien untersucht werden.
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

Ch. Wellmann & J. V. Bittner

1 Einleitung
     -
    
      
   -
 
Gamication.

  
Gamication-Elemente bei Apps
zur Bewegungsförderung
Christian Wellmann1 & Jenny V. Bittner2
1 Universität Ulm
2 Universität Bielefeld
Zusammenfassung



        
    

-
-

     
-
-



   
      

Schlüsselwörter:
Gamication elements in health promotion apps
Abstract
      





  



Keywords:
WiPsy2016-4 Inhalt.indd 28 2017.01.14 12:59
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

Ch. Wellmann & J. V. Bittner

-
     
 -


    -


      -
     -
-


     -

 
    


      -
      -
  -
       
    
-
     

-
      
      -
-
    
    
    
-


     -

       
 
        -
-

 
    -

    
     
      -

-

 
   

    
      -

     -

    -
    



       

     
    
-

-

1.1 Grundlagen von Gamication
-
Elemente-
-

  
   -

-

-

    
    

    
      
     -
     Punkte
 
       -
-

  Fitocracy  
     
    



badges,      -
       
    -
-
 Avatare,
      Rahmengeschichten
Bestenlisten  -
     -
      
Levels  Fortschrittsbalken,  
       
     
 Nike   
    

    
 
   -
  quests: -

WiPsy2016-4 Inhalt.indd 29 2017.01.14 12:59
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

Ch. Wellmann & J. V. Bittner

      
SuperBetter
    -
      

      -
    


1.2 Motivation durch Gamication
    -

      -
   

-

-
     -
     

-
     
    
      

     
    
   -
    
     
       -
     

       -
  Nike  
     -

    
-

        -
  -
      

 -
      -
 -


      
       -
  
     
-

   
        


    
       -
   Engagements, 
Partizipation   Nutzungsverhaltens -
  -

      -

     
     
   -
     -

1.3 Gamication
zur Gesundheitsförderung
      -
     
       -
     -
      
„Does gamication work?“
-
  

    -

   

   

      -
     
      -
    -
    


      
     
    
   

   

    
Fitocracy
  -
   -
     -
Neuigkeitswert
-
-


     -

    -
       Healthy-
Together,     
  
WiPsy2016-4 Inhalt.indd 30 2017.01.14 12:59
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

Ch. Wellmann & J. V. Bittner

    
      
 

     
     
       
    
empowerment
 -
  

  -


 -
  
    -
   

2 Fragestellung
der vorliegenden Studie
     
       -

       

-
-
      
     
    -
     
    

    
      
     
   -
     
  -


2.1 Hypothesen
      
    
    -
      
        -
 
-
 
-

2.1.1 Bewegungsverhalten
-
-


     -

-
    

     -
-

2.1.2 Einstellung zur App
 -

-
-

      

   
   -
       
-
-

  

     
-

2.1.3 Wettbewerbsorientierung
  
     
    -
      

  Wettbewerben -
 -
      
       -
 
    

      -
      -
      
   
     
      
      


WiPsy2016-4 Inhalt.indd 31 2017.01.14 12:59
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

Ch. Wellmann & J. V. Bittner

-

       -

    -
      
         
   

      
     
 -

      
   -

     -
     
        
    -


     

      -
   


    -

   
     -
       

   -
     

-

3 Methode
3.1 Stichprobe
     -
     
     
       

       
    -
     
    
 -
     

    -
      -
      -
     
    
       
      
MSD

     M   
SD
3.2 Design
Ar t
der App    
      -

  Bewegungsverhalten  

Bewertung
-

3.3 Material
3.3.1 Apps
        
   Nike+ Running   
 Runtastic.       -
      
     
-
     

    
      -
-
 
   

 Runtastic-  
      
-
-
-
     
     -
 -

Nike--
-

     


       
     
      
   
-
-

     
    
WiPsy2016-4 Inhalt.indd 32 2017.01.14 12:59
33


Ch. Wellmann & J. V. Bittner


-


      

   -
  -
      

  

Challenges

3.3.2 Wettbewerbsorientierung
    
     
  
  -
      
 
        
      
stimme überhaupt nicht zustimme völlig zu
α
3.3.3 Bewertung der App
     
-

    überhaupt nicht   
sehr stark    
     

 sehr unwichtig
sehr wichtig-
     
     
-

    
      
    
     -
     

3.3.4 Kontrollvariablen
        -
    
     
  
keinesehr hoch-


-
   
       
    Handy beim
Laufen vergessen oder die App nicht aktivier t wurde.
3.4 Durchführung
    

    
  -

-
      

-

        
      

       
  


     -
     
      
-
    -

    -
      
        -
      
    


      
      
    
  -
     
    wie viele Kilometer 
      
wie viele einzelne Läufe
 
     
        



     


WiPsy2016-4 Inhalt.indd 33 2017.01.14 12:59
34


Ch. Wellmann & J. V. Bittner

4 Ergebnisse
4.1 Veränderung
des Bewegungsverhaltens
-
      
      -
   2×2 repeated measures 
       

     
 -


    

r
      r   

-
F
p η²-
 F
       
Fpη²-
       
      
       
-


  
     
  Frequenz     
   
       -

    t  
pd-

   
 -
       
-

4.2 Wahrnehmung der App-Funktionen
     -
       
     
     -
Gamication-App
M (SD)
Konventionelle App
M (SD)
Bewegung
  
  
  
Motivation durch die App  
Tabelle 1
Mittelwerte des Bewegungs-
verhaltens und der wahr-
genommenen Motivation
für die Gamication- versus
konventionelle App
Abbildung 1
Bewertung der
App-Funktionen.
Die blauen Balken
beziehen sich dabei auf die
zusätzlichen Gamication-
Elemente, die grauen Balken
auf die Elemente
beider Apps
4
2
1








 



WiPsy2016-4 Inhalt.indd 34 2017.01.14 12:59
35


Ch. Wellmann & J. V. Bittner

   t p
d
     
-

     
    -

    -
    
    -
-
M
  SDM
SD-
 M
SD     
       
M   SD-
 M SD
MSD
-
M
SD
4.3 Wettbewerbsorientierung
      -
     -
    
     
-



     -
   -
       β
tp
-
βtp

    -

5 Diskussion
      -
     
     
 
      
      
     
 -
   -
       -
      
  

     
      


     
     

      
  -
       -
Nike-
       


-
     
 
-
-
 


  -
       
      
     -
-

-
       -
       
       

5.1 Wettbewerbsorientierung
    
 
-
-
    
    -
   
   
   
 
-

     
    -
     
   

  
      
  -


      

       -
   -
WiPsy2016-4 Inhalt.indd 35 2017.01.14 12:59
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

Ch. Wellmann & J. V. Bittner

    

   

5.2 Bewertung
verschiedener App-Funktionen
    

    
     -
   
    
  
-
    
   -
     -
     
 -
      
     
    


      
  -
    
        
     


   -
    
        


      
        
      
     
      

   -
    -

      
    
    
-

5.3 Limitationen
-
       
      



       -
   -
       

-
      -


 -


-
       

      

-

      
   

 
-
    
 


   -
     -
       

-

 -
-
  
  
   -
     -
       
   
-

-
-
    
   
      
      -
     
-
  -
      
  

       -
     
-

    
-
serious exercise game

WiPsy2016-4 Inhalt.indd 36 2017.01.14 12:59
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

Ch. Wellmann & J. V. Bittner

    
     
-
     

-
    
  -
 

    
    -
     
    
      -
     
      
    
     
   -

      
     

Literatur

-
  
    
Journal of Medical Internet Research, 17,  
-
  
  Personal and Ubiquitous Computing, 14, 

       -
    -
    In- Mind
Magazine, 2.

-
 Journal of Consumer Marketing, 31, 

   -

-
E AI
Endorsed Transactions on Serious Games, 1,

     
        
Proceedings of the First International Con-
ference on Gameful Design, Research, and Applica-
tions
-
Pro-
ceedings of the Second International Symposium of
Chinese CHI
     -
Dalhousie Journal of Interdisciplinary Manage-
ment, 8,
           

The Cochrane Data-
base of Systematic Review, 9,
Intrinsic motivation and
self-determination in human behavior.  


-
Mindtrek, 11, 
    Frauen und Leistungssport im inter-
kulturellen Vergleich zwischen Deutschland und den
USA. 
     
   Spectrum der
Sportwissenschaft, 16,  
       EU-
Leitlinien für körperliche Aktivität. Empfohlene poli-
tische Maßnahmen zur Unterstützung gesundheits-
fördernder körperlicher Betätigung. 




-
     
   Proceedings of the twenty-sixth
annual SIGCHI conference on Human factors in com -
puting systems 
-
Human Relations, 7, 
       Fitness-Apps von jedem
3. Smartphone-User genutzt.  
-


          
   Research Quar-
terly for Exercise and Spor t, 59, 
      -
       
Proceedings of CHI 2011
Social Games Workshop 


Computers in Human Behavior.
-
   Computers in
Human Behavior, 40,
         
  International Journal of In-
formation Management, 35, 
        
 
 Computers in Human Behavior, 50,

          -
       
 Proceedings of the 47th
Hawaii International Conference on System Sciences

      
     
WiPsy2016-4 Inhalt.indd 37 2017.01.14 12:59
38


Ch. Wellmann & J. V. Bittner

    
    
Computers & Education, 80, 
 Gesund mit dem Smartphone. 
   -



Zeitschrift für Sportpsychologie, 19,

 -
Annals of Clinical & Laboratory
Science, 42,   
-
   Com-
puters in Human Behavior, 35, 
         

Psychological Bulletin, 108,
 
  
       
    Physiology & Be-
havior, 102,

  
Parsons Journal for
Information Mapping, 3,
 -
Proceedings 6th Inter-
national Conference on Virtual Learning ICVL 


     -
 Contemporary Educational Psychology, 25,
   
          
   
American Psy-
chologist, 55,
-
    
Interaction Design and Architecture(s)
Journal, 19, 
     
   -
  International Journal of
Serious Games, 2,
  Die verspielte Gesellschaft. Gami-
fication oder Leben im Zeitalter des Computerspiels.

Weltweite Anzahl von Gesundheits-Apps
nach Kategorie und Betriebssystem im Ma i 2014. -




WiPsy2016-4 Inhalt.indd 38 2017.01.14 12:59
39


Ch. Wellmann & J. V. Bittner

-
 Proceedings of
the ACM 2012 conference on Computer Supported
Cooperative Work 
       
 -

International Journal of Telemedicine
and Applications,
Werte-Index 2014.
-

Werte-Index 2016. 
-


Communications of the ACM 51 (8),    
-
      
     Proceedings of the Second
International Conference on Entertainment Comput-
ing 
Global recommendations on physical activ-
ity for health.
-

Informatik, 11, 
-
 Bewegungstherapie und Gesundheitssport, 20
(2), 
Gamification
by design. Implementing game mechanics in web
and mobile apps.
Jenny V. Bittner
Universität Bielefeld
Postfach 100131
D-33501 Bielefeld
jenny.bittner@uni-bielefeld.de
Christian Wellmann
Universität Ulm
Albert-Einstein-Allee 41
D-89069 Ulm
c.wellmann@uni-ulm.de
WiPsy2016-4 Inhalt.indd 39 2017.01.14 12:59
... They examined whether a gamified version of a smartphone app can affect self-tracker's physical activity. Wellmann and Bittner discovered that gamification elements within a running app can increase the user's movement behavior as their running distance was significantly larger (Wellmann and Bittner 2016). In contrast, Gal-Oz and Zuckerman concluded that their gamified application which measures walking is only as effective as the version excluding gamification elements (Zuckerman and Gal-Oz 2014). ...
... Gamification has often shown to have positive effects on motivation (Bunchball Inc. 2010), (Lister et al. 2014;Rapp et al. 2012;Zuckerman and Gal-Oz 2014), (Wellmann and Bittner 2016) and distinct goal achievement (Wellmann and Bittner 2016) in the context of self-tracking. A literature analysis as well as a self-conducted analysis of the top 20 iOS applications within the category of health and fitness has shown that levels, rewards, challenges, and leaderboards can be considered as the most relevant gamification elements (Lister et al. 2014), (Zuckerman and Gal-Oz 2014). ...
... Gamification has often shown to have positive effects on motivation (Bunchball Inc. 2010), (Lister et al. 2014;Rapp et al. 2012;Zuckerman and Gal-Oz 2014), (Wellmann and Bittner 2016) and distinct goal achievement (Wellmann and Bittner 2016) in the context of self-tracking. A literature analysis as well as a self-conducted analysis of the top 20 iOS applications within the category of health and fitness has shown that levels, rewards, challenges, and leaderboards can be considered as the most relevant gamification elements (Lister et al. 2014), (Zuckerman and Gal-Oz 2014). ...
Thesis
Digitalization is not only impacting businesses and business models but also society and ultimately each individual. In this context, the individual is affected in all areas of life – being it in the role as member of society, employee or private person. Regarding the private person, the impact of digitalization includes the trend to use wearable self-tracking devices such as smartwatches or fitness wristbands. Such devices enable continuous measurement and analysis of bodily functions, thus increasing the users’ convenience and self-determination regarding maintaining and promoting well-being, fitness and health. Based on this trend, an entire ecosystem evolved consisting of manufacturers and digital as well as traditionally “offline” service providers, such as physicians and health insurance companies, providing customers with tailored goods and services around self-tracking. In contrast, from a scientific perspective, little research addressing this development has been conducted so far, although it is crucial for manufacturers and service providers to know how their customers use their devices and services. Therefore, this dissertation aims to contribute to the understanding of usage behavior for wearable self-tracking devices. To do so, four research essays have been written to analyze different facets of usage behavior. Essay 1 and 2 focus on the acceptance respectively post-acceptance phase of wearable self tracking devices, introducing determinants that foster initial acceptance and continuance intention as well as discontinuance intention. Essay 3, by contrast, sets focus on the privacy attitude of wearable self-tracking users by showing how perceived privacy risks and perceived benefits influence the willingness to disclose personal self-tracking data to health insurance companies or family physicians. Finally, Essay 4 focuses on the users’ fundamental motivations to engage in the practice of self-tracking. Therefore, the interplay of motivations, usage and motivation fulfillment as well as the impact of the utilization of gamification elements is presented. The research results not only give practical guidance for manufacturers and service providers of wearable self-tracking devices but also advance theoretical knowledge on usage behavior in the context of personal self-tracking.
... Im Gegensatz dazu ist der positive Nutzen von Gesundheits-Apps bei Erwachsenen belegt: Vorteile sind u. a. die sofortige Verfügbarkeit von Interventionen, Gesundheitsmonitoring und Reminderfunktionen [2]. Zudem erhöhen Gesundheits-Apps die Eigenmotivation und eignen sich u. a. zur Steigerung der körperlichen Aktivität, zur Ernährungsaufklärung, zum Erlernen von Entspannungsübungen und unterstützen somit Maßnahmen in der Primärprävention [31][32][33]. Die Nutzungsdauer einer Gesundheits-App ist für die Umsetzung der eigenen Gesundheitsförderung entscheidend, um nachhaltig eine Veränderung z. B. im Lebensstil zu erzielen. ...
... Weiterführend werden motivierende Aspekte z. B. unter Einbezug von Gamification diskutiert [30,32,34]. ...
Article
Study aim: There is an increase in digital technologies to support health promotion. The majority of offerings is aimed at the individual but are less adapted to social life constellations such as families. The goal of this is study was to highlight the need and the requirements for an addressee-oriented app development. This was to be achieved by determining the initial situation and health goals of the surveyed families in the fields of exercise, nutrition and relaxation, and identifying points of intersection of the family members for a health app. Methods: The online survey was conducted with n=1008 parents (Ø 48 years, 59% female, 39.3% male, 1.7% diverse) on health status as well as exercise, nutrition and relaxation, smartphone use, app features and gamification. Quantitative data analysis (frequency analyses, Chi2 test, factor analysis, and single-factor analysis of variance) was performed using IBM SPSS Analytics (25; Armonk, NewYork). Results: The majority of those surveyed considered their state of health to be good. The minority met the WHO reference values for physical activity and nutrition. In addition, the respondents were exposed to a high level of stress with simultaneously low coping skills. The identified target areas were active relaxation measures, nutrition, general competence, physical activity, nature activities and sports-recreation opportunities. Significant differences were found in age, in the active relaxation measures [F2=3.367; p=0.035] and sports-recreation opportunities [F2=7.480; p=0.001]. Conclusion: The study reveals intersections of families' content for a behavior change process with digital support. The interest in individual offers differs between the age groups of the children surveyed. Further research should identify health app usage preferences in families and in different family constellations as well as a family-friendly approach.
Thesis
Full-text available
Besonders im höheren Bildungsbereich zeichnet sich seit Jahren ein Digitalisierungstrend ab. Anbieter wie Coursera kämpfen dabei um die Gunst potentieller Kundinnen und Kunden, die sich bequem über digitale Endgeräte weiterbilden möchten. Auch Schulen und Universitäten dringen immer mehr in den digitalen Raum vor. Speziell aber vor dem Hintergrund der Fernlehre, die im Zeichen von COVID-19 bedeutungsvoller ist als je zu vor, wird viel in den digitalen Raum verlagert, was die Bedingungen des Lernens stark verändert. Zum Teil wird im Zuge solcher digitaler Lern-Initiativen an Universitäten in Österreich aber auch international die Technologie der "Gamification" zur Anreicherung von Lernangeboten mit spielerischen Elementen eingesetzt, die das Ziel hat, mehr Lernmotivation zu erzeugen und damit an Erfolge anzuschließen, die viele Betriebe mit der Technologie bereits erwirkt zu haben scheinen. Die vorliegende Arbeit untersucht die Erfahrungen und Meinungsbilder von Professorinnen und Professoren einiger österreichischer und anderer europäischer Universitäten, hinsichtlich des Potentials der Technologie im Kontext von Universitäts-Kursen und versucht einen ersten Vergleich dieser Grundeinstellungen miteinander.
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I: Background.- 1. An Introduction.- 2. Conceptualizations of Intrinsic Motivation and Self-Determination.- II: Self-Determination Theory.- 3. Cognitive Evaluation Theory: Perceived Causality and Perceived Competence.- 4. Cognitive Evaluation Theory: Interpersonal Communication and Intrapersonal Regulation.- 5. Toward an Organismic Integration Theory: Motivation and Development.- 6. Causality Orientations Theory: Personality Influences on Motivation.- III: Alternative Approaches.- 7. Operant and Attributional Theories.- 8. Information-Processing Theories.- IV: Applications and Implications.- 9. Education.- 10. Psychotherapy.- 11. Work.- 12. Sports.- References.- Author Index.
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