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Entertainment Computing 40 (2022) 100463
Available online 12 October 2021
1875-9521/© 2021 The Authors. Published by Elsevier B.V. This is an open access article under the CC BY license (http://creativecommons.org/licenses/by/4.0/).
The key elements of gamication in corporate training – The Delphi method
Yung-Fu Wang
a
,
*
, Ya-Fang Hsu
b
, Kwoting Fang
a
a
Department of Information Management, National Yunlin University of Science and Technology, Yunlin, Taiwan
b
Department of Physical Medicine and Rehabilitation, Chi Mei Medical Center, Tainan, Taiwan
ARTICLE INFO
Keywords:
Adult learning
Delphi method
Employee training
Training gamication
ABSTRACT
Gamication of training, the application of gamication to modify training content and methodology, has
become a hot topic in corporate training and school education in recent years. However, the relevant key ele-
ments have not been identied. Therefore, we aimed to engender and prioritize a list of key elements of effective
gamication in the course of corporate training.
Using the Delphi method, this study surveyed 14 corporate training gamication experts to evaluate the key
elements of gamication – 12 were identied and categorized into six design principles: integration with training
goals, rapid feedback, team competition, clear rules, goal-oriented challenges, and freedom to fail. Points and
leaderboards were also named as the keys to effective game mechanics.
The integration of educational objectives with gamication design, and the balancing between game me-
chanics and design principles were the conception for gamication in corporate training. This study also pro-
vided qualitative data, presenting the rich and differentiated views of corporate training experts regarding the
key elements of gamication, to provide some practical tips for teachers in the development of training
gamication.
1. Introduction
1.1. The concept of gamication
Gamication, dened as “the use of game design elements in non-
game contexts” [1], gradually became a hot topic after 2010 [2–4].
The idea is to turn tasks into game-playing to boost intrinsic motivation
[5], entice more participants and to increase their level of engagement in
the task [2]. Gamication has since been widely used in different elds
such as business operations, marketing, and education [6–8].
The eld of education and training has also generated a great deal of
interest in gamication [2,9–10]. The process of applying gamication
elements to modify training content and methodology is called gami-
cation of learning [11] or training gamication. This has become a
common choice in redesigning traditional training [12], and its appli-
cation in higher education and corporate employee training has also
become more prevalent. Moving forward, the gamication market
growth estimate is billions of U.S. dollars, and this new trend will likely
transform the workplace in the future [13–14].
Currently, a unied theoretical framework for academic research on
gamication is still lacking. Existing studies on gamication are based
on quantitative research methods that rely on survey data to infer user
behavior; there is very little qualitative research on gamication [15].
Even though there is growing application and literature on gamication
for adult education, many issues are unresolved. For example, the
effectiveness of gamication is unclear [11], and the key elements of
gamication await clarication [16]. From existing literature, it is
difcult to decipher the gamication elements or combinations with the
most impact [17]. Therefore, this study applied the Delphi method to
conduct surveys of expert opinions, targeting corporate training pro-
fessionals as survey subjects. The study focused on two goals:
(1) Exploration of key elements of successful gamication in corpo-
rate training practices. (2) Evaluate key gamication elements and their
degree of importance, and how corporate trainers apply such elements
in their practices.
2. Gamication in research and practice
2.1. Gamication
As gamication is still in the early stages of development, its de-
nition is often misunderstood [17]. Among related terminologies such as
* Corresponding author at: Department of Information Management, National Yunlin University of Science and Technology, Yunlin, Taiwan.
E-mail address: afuwang@gmail.com (Y.-F. Wang).
Contents lists available at ScienceDirect
Entertainment Computing
journal homepage: www.elsevier.com/locate/entcom
https://doi.org/10.1016/j.entcom.2021.100463
Received 29 May 2020; Received in revised form 5 July 2021; Accepted 7 October 2021
Entertainment Computing 40 (2022) 100463
2
games, serious games, game-based learning and gamication, there are
many similarities but also plenty of differences in principles and con-
cepts [11,17]. A game is a made-up imaginary world with very specic
rules, and often played at a specic time and place [18]. Usually for
entertainment purposes, a game consists of many elements, including
game functions or gameplay [3]. Serious games are also called educa-
tional games or learning games – their primary purpose is education and
not entertainment [18]. Even though very closely related to games,
serious games are often used in different learning environments [11],
such as military, government, education, business, and healthcare [19].
For example, “American’s Army”, considered the most successful mili-
tary serious games, is used to attract new recruits into the army [20].
Serious games can also be used as ight simulations to support pilot
training [21]. One of the focuses of game-based learning is about
learning inducement, while serious games focus on behavior modica-
tion of the trainees [22]. Nevertheless, game-based learning is often
used interchangeably in the literature with serious games [23].
Different from ordinary games, gamication doesn’t provide an in-
dependent experience, and doesn’t have a complete narrative or pro-
gram [24]. It differs from serious games [11], and has no relation to
software applications or computers [25]. The widely accepted denition
is “the use of game design elements in non-game contexts” [1], also
known simply as the “points, badges, leaderboard” method [5]. The goal
is to enhance participants’ motivation through the addition of gaming
elements [26], enticing users and encouraging specic types of
behavior, creating signicant driving force to induce desirable user
behavior [27].
2.2. Gamication of training
Gamication can attract the attention of students [16], thus drawing
interest towards its implementation in education [2,9–10]. Gamication
of learning is the process of applying gaming elements to modify training
content and methodology [11], to help develop student potential and
provide positive encouragement to boost their performance level [28].
Gamication is not about playing games in the classroom. It is the
insertion of a few gaming elements into an existing teaching program. It
is a type of educational design process, and not a type of teaching
method. The user learns from the educational content, they do not learn
from gamication [11]. Thus, gamication of training is dened here as
applying gamied elements in a training environment. The imple-
mentation of gamication elements in the process of learning, teaching
and training may elevate students’ interest and motivation to participate
in the subject content, increasing their concentration and enjoyment of
learning [24,29]. As students maintain a proactive attitude, improve
their learning process and overcome any potential psychological bar-
riers [30], they will be able to learn with efciency [15].
2.3. Key elements of successful gamication
Common gamication elements are points, scoring, leaderboards
[17,30–31], progress bars, ranks, rewards or incentives, all of which
often appear in the implementation of gamication [32]. The addition of
a story or narratives is also part of gamication [33]. Common gami-
cation design principles include: goals and challenges, personalization,
rapid feedback, visible feedback, freedom of choice, freedom to fail and
social engagement [9]. A review study of educational and learning
gamication found that gamication elements may be divided into ve
different types including: progressive achievement, social interaction,
immersion experience, non-digital elements, and others, while the most
common elements are points, challenges, badges and leaderboard [34].
Another way to categorize gamication elements is extrinsic moti-
vation vs. intrinsic motivation [35], which may be explained by
applying theories of psychology, including the theory of operant con-
ditioning, the expectancy-based theories, the theories of self-regulation
and the theory of self-determination [11]. For example, from the
perspective of the theory of operant conditioning, points and badges can
be considered as reinforcement of operant conditioning, prompting
students to respond to teaching expectations and complete specic tasks
or goals [36]. The self-regulation theories may be used to explain how to
apply the leaderboard to encourage students to attempt more chal-
lenging goals [37]. The theory of self-determination may explain how
badges can satisfy students’ need for positive feedback on their abilities
[38].
2.4. Possible gamication problems
Although past research showed that gamication achieved positive
effects in general, some gamication approaches may lead to inconsis-
tent results [15]. For example, the leaderboard and the badges may
cause interference with intrinsic motivation [35], or lower satisfaction
and reduce the momentum for action [39], or lead to discontentment
with the fairness of gamication [16]. If students view the gaming ele-
ments as redundant, then the implementation of gamication may be
counterproductive [17]. If the focus is on students’ erroneous behavior
or attitude, simply making the training program fun will not improve the
effect of the training [11]. Students will ultimately lose interest if the
implementation fails to adhere to essential gamication design guide-
lines [24].
3. Method
Originated from the RAND Corporation in 1950 [40–41], the Delphi
method uses an interactive iterative process to seek expert consensus
[42–43], in order to make decisions or evaluations [44], or conduct
predictive research [41]. The classical Delphi method includes the
following four key features: anonymity, iteration, controlled feedback
and statistical summary [42,44–48]. When a problem or phenomenon is
not fully understood, then the Delphi method is a suitable framework for
research [49–50]. The Delphi research process calls for a pre-round to
develop a key elements questionnaire for discussion during subsequent
rounds [51]. The Likert ve-point scale may be used to evaluate the
consistency of expert opinions [51]. In the rst round, experts are asked
to ll out a questionnaire, which are collected for statistical analysis.
Afterwards, experts are invited for a second-round evaluation where
they may reference the analysis result from the rst round, and revise or
expand on their answers in the rst round. Next, a similar analysis and
evaluation/selection process is used for the third round [42]. At least
two rounds of questionnaires are conducted iteratively to obtain expert
opinions. For most studies, two to three rounds of iterative discussions
using the Delphi methodology is enough to reach a consensus [45].
Even though the concept of consensus is the foundation of many
Delphi studies, the meaning of consensus is not yet clearly dened. The
most common denition is a certain percentage in agreement or a
certain ratio of scores within a designated range [52]. The Inter-quartile
range (IQR), the standard deviation (SD) and the frequency distribution
are often used as the basis of consensus assessment [45]. An IQR of less
than 1 indicates that over 50% of the expert opinions are focused on a
certain point. An IQR of zero indicates that the experts are in complete
agreement [53]. The SD is an indicator of the level of opinion dispersion.
An SD value of less than 1.5 indicates that the experts have reached a
consensus [45]. Moreover, if the average score for an element is greater
than 4 on the ve-point scale, and more than 51% of the experts assigned
a score between 4 and 5, it is an indication that experts view the item
being evaluated as a key element. When multiple indicators are used for
measurement at the same time, it is possible to obtain a more reliable
expert consensus [45].
Therefore, this study has set the consensus criteria as IQR≦ 1 and
SD≦1.5, which are regarded as the requirements for a consensus of
expert opinions. After a consensus has been reached, when an item
received an average score greater than 4 in the expert evaluation, and
more than 51% of the expert evaluations gave a score of 4 or above, the
Y.-F. Wang et al.
Entertainment Computing 40 (2022) 100463
3
item is considered a gamication key element.
Research related to educational gamication is still in the early
stages [54], thus this study adopted the Delphi method to explore the
key elements of training gamication. Fourteen corporate training ex-
perts with ample experience in training gamication were invited to
participate in three-rounds of expert opinion collections in accordance
with the Delphi method, to evaluate the key ingredients for successful
gamication of training. To reach consensus among the experts and to
select the key elements of gamication, this study conducted at least two
rounds of expert-opinion collection, and the Delphi research stopped
after the third round or earlier when consensus was reached. The data
for this research were collected between September 2019 through March
2020.
3.1. Expert participants
The selection of appropriate experts is essential to the Delphi
research method [41]. Suitable experts would be knowledgeable and
experienced, have the willingness and time to participate, and be
equipped with communication skills [50]. Therefore, experts were
chosen purposefully [55], relying on expert recommendations [45] or
the snowball method of sampling [42]. If the experts are homogeneous,
then 10 to 15 people would be enough to form a representative group
[42,56].
For this research, two gamication training experts served on the
nomination team. One of them is a coach specialized in training
corporate lecturers, and a published author of several books on educa-
tional training and gamication teaching methodology. The other
nominating team member is a gamication research scholar.
Furthermore, the following three criteria were considered for the
nomination of educational gamication experts: (1) The nominee has
utilized common gamication elements such as points, scoring, and
leaderboards within their training courses. (2) The nominee has more
than three years of experience with educational gamication. (3) The
nominee has been a lecturer at one of the top 500 listed companies in
Taiwan over the past year.
To ensure the completeness of the gamication expert nomination,
three sources were used to collect the list of gamication experts,
including: human resource executives of listed companies, executives of
management consulting rms that specialize in corporate training, and
the recommendation of fellow corporate lecturers. In the end, 27 qual-
ied gamication experts were nominated. Invitations were extended
via phone or email, and 16 of the 27 experts agreed to participate in the
research, and two of them withdrew in the middle of the process. The
remaining 14 experts completed all three rounds of survey question-
naires. The participants included 12 males (86%) and 2 females (14%).
Among them, they averaged about 7 years of gamication teaching
experience, and most of them (n =7, 50%) had more than 9 years of
gamication experience.
The content of courses taught by these experts included the following
elds: presentation skills, innovation and creativity, project manage-
ment, communication skills, problem analysis and resolution, sales
skills, language skills, online marketing, nance and nancial report,
and train the trainer. Within the last year of the survey, each expert had
multiple experiences performing gamication training at some of the
top 500 listed companies in Taiwan. The gamication approach used by
the experts in their own practices were also collected. A total of 29
gamication elements were used, including points, leaderboards, virtual
identities, puzzles, storylines, experiential activities, integration with
software apps, and so on. For detail information on the experts who
participated in this research, please refer to Table 1.
3.2. Pre-round of Delphi method
For the pre-round of this research, experts were interviewed via
email and telephone to explore their practical experiences of training
Table 1
Professional Qualications of Surveyed Experts.
Code Gender Years of
Experience
Fields of
Educational
Expertise
The approaches of
gamication that each
expert used in their own
practice
A Male Over 9 years Communication
Skills
Integration with training
goal, Game rules,
Fairness, Task with
challenging goals, Team
work, Points, Time
pressure, Experiential
activities, Competition,
Leaderboard, Prize or
bonus money, Storyline,
Virtual identity
B Male 6 to 9 years Problem Analysis
and Resolution
Integration with training
goal, Team work,
Experiential activities
C Female 3 to 6 years Sales Skills Integration with training
goal, Fairness, Team
work, Points,
Competition, Prize or
bonus money
D Male 3 to 6 years Presentation Skills Integration with training
goal, Game rules,
Fairness, Team work,
Points, Competition,
Prize or bonus money,
Board games, Virtual
identity
E Male 3 to 6 years Innovation and
Creativity
Integration with training
goal, Game rules,
Fairness, Team work,
Points, Competition,
Prize or bonus money
F Female Over 9 years Language Skills Integration with training
goal, Team work, Points,
Time Pressure,
Competition, Virtual
currency or chips,
Integration with software
apps
G Male 3 to 6 years Presentation Skills Integration with training
goal, Rapid feedback,
Task with challenging
goals, Team work,
Points, Time pressure,
Competition, Prize or
bonus money, Storyline,
Social network, Virtual
identity, Board games
H Male 3 to 6 years Online Marketing Integration with training
goal, Prize or bonus
money, Storyline, Virtual
identity
I Male Over 9 years Finance and
Financial Report
Integration with training
goal, Fairness Team
work, Points,
Competition,
Leaderboard, Prize or
bonus money, Virtual
currency or chips
J Male 3 to 6 years Presentation Skills Integration with training
goal, Game rules, Team
work, Points,
Competition, Clues,
Virtual identity
K Male Over 9 years Project
Management
Integration with training
goal, Game rules, Task
with challenging goals,
Team work, Points, Time
pressure, Competition,
Puzzles, Virtual identity
L Male Over 9 years Project
Management
Integration with training
goal, Rapid feedback,
Game rules, Task with
(continued on next page)
Y.-F. Wang et al.
Entertainment Computing 40 (2022) 100463
4
gamication, and the following three questions were asked: (1) training
gamication implementation examples, (2) the key elements of training
gamication, and (3) training gamication challenges and recommen-
dations. After the expert’s answers were transcribed, consideration was
given to key gamication elements of education and learning based on a
review of empirical literature by Majuri et al. (2018) and a review of
related gamication research [3,9,31–33,55–56]. Comparisons were
made of the research reviews and practical gamication experience
described by experts during the interviews, and the data were catego-
rized into 35 key elements of training gamication. Out of the 35 items,
19 items (59%) were recognized by both the literature and the experts
interviewed, 11 items (31%) were proposed by the literature and 5 items
(14%) were derived from the experts’ opinions,this would serve as the
basis for subsequent expert evaluation of key elements in training
gamication.
3.3. The three Delphi rounds
For the rst round, the experts were asked via email to evaluate 35
training gamication key elements using the Likert ve-point scale,
where points 1 through 5 indicated not at all important, not important,
neutral, important and very important, respectively. The order of the
questions in each expert questionnaire had been randomized to avoid
ordering bias [41]. At the end of the questionnaire, the experts were
invited to write in key elements that should have been on the list. The
consensus criteria were: IQR≦ 1 and SD≦ 1.5 [45].
At the rst round, 24 items met the criteria of consensus in terms of
IQR, SD. For the rst round, no experts had added any key element
items. Since the Delphi research method requires at least two iterative
rounds to obtain expert opinions [42], thus all gamication key ele-
ments evaluated were kept for the second round of Delphi research.
One of the special features of the Delphi method is to allow partici-
pants to reference other people’s opinions anonymously, to iteratively
rene their perspectives or revise their own ideas [42,45]. For the sec-
ond round, participating experts were again asked to evaluate the 35
gamication elements, and each item’s descriptive statistical data of
expert opinions in the previous round were also available to them,
including the mean, SD, and IQR. If an expert’s opinion exceeded the
upper or lower IQR, that expert was asked to provide an explanation. At
the end of the second round, the experts reached consensus for 33 items,
which was 9 more than the rst round. For the third round, the experts
were asked to evaluate only the remaining 2 items without consensus. In
the end, the experts met the criteria and arrived at consensus on all 35
items, thus ending the Delphi method investigation. The situation was in
line with most Delphi method research implementations of 2 to 3 rounds
of surveys [45]. Table 2 and Table 3 shows the three rounds of iterative
process.
4. Results and discussions
This study obtained consensus through three rounds of expert sur-
veys, and 35 gamication key elements were ranked based on the
importance mean value. Among them, 12 items (34%) had a score of
four or more in mean importance value, 13 items (37%) had a mean
score between 3.00 and 3.90, and 10 items (29%) had a mean score of
less than three. A closer examination of items with a mean score greater
than 4 shows that the ratio of experts who assigned a score of 4 or
greater all exceeded 51% (the range was 79% ~ 100%). In the end, the
experts reached consensus on 12 items which the mean score ≧4 as the
key elements of training gamication.
Currently, there isn’t a common method to classify gamication key
elements. For example, badges may be considered as game interface
design model [3], or gaming mechanics [9,57,58]. Dicheva el al. (2015)
conducted a comprehensive analysis research of educational gamica-
tion by incorporating the gamication element denition of Deterding
et al. (2011), and proposed two major categories of gamication ele-
ments: gamication design principles and game mechanics [3,9]. Based
on these two major categories, this study further explores effective
gamication elements obtained from the surveys via the method of
collection and organization.
4.1. Category I: Gamication design principles
Based on the expert evaluation score of four or more points (indi-
cating important or very important), see Table 2, this study gathered
expert opinions and organized them into six major gamication design
principles.
(1) Integration with Training Goals
The experts unanimously agreed that this “Integration with training
goals” was the most important key element of training gamication,
with an expert scoring mean value of 5.00, SD =0.00 and IQR =0.00.
The ratio of evaluation importance value of 4 points or above was 100%
(see Table 2). The experts stated that:
N: “The purpose of games is to serve the course material. Games are
the means, not the end goal. The connection between games and the
course content must be very strong. Do not gamify for the sake of
gamication.”
I: “Do not gamify just for gamication, it should be related to the
subject that is being taught.”
G: “Without clear goals, two situations may result: (1) The learner
does not know what to do. (2) After everyone experiences the high of
game-playing, there is a letdown. Let the learners understand clearly
what this activity is for, and what they would gain by doing a good
job.”
Table 1 (continued )
Code Gender Years of
Experience
Fields of
Educational
Expertise
The approaches of
gamication that each
expert used in their own
practice
challenging goals, Team
work, Points, Time
Pressure, Increasing
difculty, Experiential
activities, Competition,
Leaderboard,
Performance status
feedback, Storyline,
Clues, Social network,
Progress bar, Virtual
identity.
M Male Over 9 years Training of
Lecturers
Integration with training
goal, Rapid feedback,
Game rules, Fairness,
Task with challenging
goals, Team work,
Points, Time pressure,
Increasing difculty,
Competition, Prize or
bonus money
N Male Over 9 years Innovation and
Creativity
Integration with training
goal, Game rules, Team
work, Points, Time
pressure, Competition,
Puzzles, Virtual currency
or chips, Storyline, Board
games, Virtual identity,
Virtual Helper
O†Male 3 to 6 years Project
Management
Integration with training
goal, Fairness, Team
work, Points,
Competition, Prize or
bonus money
Note. †indicated this expert withdrew this study in the second round period.
Y.-F. Wang et al.
Entertainment Computing 40 (2022) 100463
5
Training instructors are advised to rst determine the knowledge,
skill set, or performance goals of the training, and diligently choose the
elements of gamication [17]. Just as the phrase - “Do not gamify for the
sake of gamication” - frequently mentioned by many experts in the
study, careful consideration of the course objectives is recommended
when gamication is used. Before starting the process of training
gamication, our experts suggested a re-evaluation or redesign of the
curriculum using the instructional design method or the ADDIE (Anal-
ysis, Design, Development, Implementation, Evaluation) model, to
integrate gamication and training goals while enhancing learning
effectiveness [11].
(2) Rapid Feedback
“Rapid Feedback” is a key element highly valued by the experts
(mean =5.00, SD =0.00, IQR =0.00, 100% of experts viewed it as
important or very important, see Table 2). The experts stated that:
G: “Whether it’s a race to answer questions, presentation or simu-
lation, immediate feedback is very important.”
D: “If you answer, you get extra points.” Strengthen the students’
“familiarity and approval of the scoring rules” so that they are even
more willing to answer questions.
Ample feedback would enhance the participants’ experience
[35,59]. Points, badges and leaderboards are all key elements of feed-
back that encourage users’ participation and their level of engagement
[51]. For this study, the participating experts mostly used points and
leaderboards to provide feedback in their practices, which will be dis-
cussed further in the section on gamication element categories.
(3) Team-based Competition:
“Competition” is an important key element of successful gamica-
tion (mean =4.30, SD =0.62, IQR =1.00, 93% of the experts viewed it
is important or very important, see Table 2), and the unit of competition
is “team work” (mean =4.40, SD =0.63, IQR =1.00, 93% of experts
viewed it as important or very important, see Table 2). Through team-
based competitions, learners become invested in the challenges and
maintain their participation and degree of engagement in the training
course. Experts stated that:
Table 2
The result of the rst and the second round of expert opinion collection.
Round 1 (n =15) Round 2 (n =14)
Elements Mean SD IQR ≧4 Ratio Rank Mean SD IQR ≧4 Ratio Rank
Integration with training goal 5.0 0.00 0.0 100% 1 5.0 0.0 0.0 100% 1
Rapid feedback 4.8 0.40 0.0 100% 4 5.0 0.0 0.0 100% 2
Game rules 4.8 0.40 0.0 100% 3 4.9 0.26 0.0 100% 3
Fairness 4.8 0.34 0.0 100% 2 4.7 0.59 0.0 93% 4
Task with challenging goals 4.6 0.49 1.0 100% 6 4.5 0.49 1.0 100% 5
Team work 4.5 0.73 1.0 86% 9 4.4 0.63 1.0 93% 6
Points or scoring 4.1 0.98 1.5* 73% 16 4.4 0.62 1.0 93% 7
Time Pressure 4.8 0.44 0.5 100% 5 4.3 0.45 0.75 100% 8
Increasing difculty 4.5 0.63 1.0 93% 8 4.3 0.48 1.0 100% 9
Experiential activities 4.4 0.73 1.0 86% 11 4.3 0.48 1.0 100% 10
Competition 4.6 0.60 0.5 93% 7 4.3 0.62 1.0 93% 11
Freedom to fail 4.5 0.62 1.0 93% 10 4.1 0.77 1.0 79% 12
Educational tools or props 4.4 0.47 1.0 100% 12 3.8 0.59 0.0 79% 13
Leaderboard 4.2 0.91 2.0* 67% 13 3.8 0.67 0.0 79% 14
Prize or bonus money 3.9 1.15 1.0 80% 14 3.8 0.88 1.0 57% 15
Adaptation to difculty 4.0 0.85 1.0 73% 15 3.7 0.86 1.0 64% 16
Performance status feedback 3.7 1.05 2.0* 60% 21 3.6 0.73 1.0 64% 17
Virtual currency or chips 3.7 1.25 2.0* 40% 17 3.5 0.97 1.0 43% 18
Storyline 3.5 1.25 2.0* 60% 23 3.4 0.62 1.0 50% 19
Peer rating 3.7 0.70 1.0 67% 18 3.3 0.59 1 36% 20
Clues 3.5 0.71 1.0 60% 22 3.3 0.72 1 36% 21
Social network 3.7 1.05 1.5* 67% 20 3.3 0.91 1.75* 36% 22
Customization or personalization 3.3 0.77 1.0 47% 24 3.2 0.7 0.75 29% 23
Puzzles 3.6 0.71 1.0 47% 19 3.1 0.70 0.75 29% 25
Badges 3.0 0.97 1.0 27% 27 3.0 0.64 0.75 14% 24
Board games 2.7 0.83 1.0 20% 31 2.9 0.67 0 7% 26
Progress bar 3.2 1.00 1.0 33% 25 2.9 0.74 0 14% 27
Integration with software apps 2.5 0.71 0.5 0% 32 2.8 0.72 1 7% 28
Virtual identity 3.0 1.10 1.5* 33% 29 2.7 0.82 1 14% 29
Virtual Helper 2.9 1.06 0.0 13% 28 2.7 0.91 1 14% 30
Virtual treasure 3.0 0.82 0.5 20% 26 2.4 0.72 1 0% 31
Hierarchy 2.8 1.00 1.5* 27% 30 2.3 0.73 1 7% 32
Virtual reality 2.5 1.15 1.5* 13% 33 2.3 0.94 1.75* 7% 33
Health score 1.8 0.93 1.5* 7% 34 1.8 0.77 1 7% 34
Check in 1.8 0.91 2.0* 0% 35 1.6 0.62 1 0% 35
Note. Total 15 experts participated in the rst round, while the 14 experts participated in the second round. At the rst round, there 24 items met the criteria of
consensus and 11 items did not meet. At the second round, there 33 items met the criteria of consensus and 2 items did not meet. * shown that did not meet the criteria
of consensus.
SD: standard deviation; IQR: inter-quartile range; ≧4 Ratio: The numbers was 4 points and above / total numbers ×100%.
Table 3
The result of the third round of expert opinion collection.
Elements Mean SD Q1 Q3 IQR ≧4 No ≧4 Ratio
Social network 3.10 0.86 3.00 4.00 1.00 5 36%
Virtual reality 2.20 0.69 2.00 3.00 1.00 0 0%
Note. Total 14 experts participated in the third round. Here, the 2 items which
did not meet at the second round were be met the criteria of consensus at the
third round.
SD: standard deviation; Q1: rst quartile; Q3: third quartile; IQR: inter-quartile
range; ≧4 No: The numbers was 4 points and above; ≧4 Ratio: The numbers was
4 points and above / total numbers ×100%.
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J: “Set up a team-based competition, let the students compete to
answer questions. …this measure brings about healthy competition
and establishes a positive, autonomous cycle of team motivation.”
G: “Competition, especially team competition, can stimulate
learners’ degree of participation and enhance concentration. Indi-
vidual competition may evolve into a situation where some people
become very active while others slowly step back into the role of
“observers”.
This type of social oriented ability is also a category often seen in
gamication [34]. Our experts found that a gamication design prin-
ciple based on the concept of team competition would contribute to
gamication of training in a corporate setting.
(4) Clear and fair game rules
It is evident from the experts’ feedback that clear and simple “game
rules” is recommended (mean =4.90, SD =0.26, IQR =0.00, 100% of
experts viewed it as important or very important, see Table 2). “Fair-
ness” of the game (mean =4.70, SD =0.59, IQR =0.00, 93% of experts
viewed it as important or very important, see Table 2) is one of the keys
of training gamication implementation. Experts stated that:
I: “The design should consider fairness, timeliness, transparency, and
clear rules for the scoring system”
J: “The game rules must be very easy to understand, and any games
requiring too much time for explanation are really inappropriate.”
J:“When the fairness of the game is undermined, it is easy for some
learners to choose to ‘give up participation’ in the process.”
Without rules and limitations, games are just simple enjoyment [60].
For training gamication, rules are part of the key elements [61], and
fairness is an important link of game rules, as unfair games will cause
participants to become dissatised [16]. Our experts suggested that one
of the key elements of gamication was to determine how to motivate
learner participation through good rule design, taking fairness into
consideration while encouraging certain desirable behaviors from the
students.
(5) Increasing level of difculty in challenging goals
“Task with challenging goals” (mean =4.50, SD =0.49, IQR =1.00,
100% of experts viewed it as important or very important, see Table 2) is
an important element in training gamication design. During the pro-
cess of training gamication, it is possible to design different tasks
within the training course to let learners participate in the resolution.
Expert opinions also believed that “increasing difculty” (mean =4.30,
SD =0.48, IQR =1.00, 100% of experts viewed it as important or very
important, see Table 2) and “time pressure” (mean =4.30, SD =0.45,
IQR =0.75, 100% of experts viewed it as important or very important,
see Table 2) is an important element. This indicates that as the lessons
move forward, the task’s level of difculty may gradually increase and
the learners may be asked to complete the tasks within the time limit.
Experts stated that:
K: “Give learners challenges and ask them to come up with a solution
within a limited timeframe, and encourage team competition.”
I: “Gamication must have layers of difculties, from the easiest to
the hardest.”
G: “Effectively control the time from the perspectives of curriculum
design, adjustment of level of difculty, and rule descriptions.”
Difcult yet concrete goals can motivate people to take actions,
stimulate their performance level in pursuit of strategies for improve-
ment, which may be explained by the theories of self-regulation [19,11].
Our experts also suggested that as the skill sets of learners increased, a
gradual increment of task difculties helped trigger a state of ow and
creative happiness for the learners, optimizing user experience by
matching the challenges with upgraded abilities of the users.
(6) Experiential activities and freedom to fail
While conducting training gamication, experts also introduced
“experiential activities” to replace traditional descriptive teaching
(mean =4.30, SD =0.48, IQR =1.00, 100% of experts viewed it as
important or very important, see Table 2). Also, “freedom to fail” is an
important element to success (mean =4.10, SD =0.77, IQR =1.00, 79%
of experts viewed it as important or very important, see Table 2). Experts
stated that:
M: “Within the context of a game, experience the journey from non-
cooperation to cooperation.”
G: “Allow learners to try their best in a relatively safe environment –
thus it is very important to have low risk of failure. Design questions
without standard answers so that everyone can speak freely. Other-
wise, the trainer’s attitude and situational control skills must be
excellent such that students are not embarrassed when they answer
incorrectly.”
Through training gamication design, learners may look upon fail-
ures as opportunities; when they do not succeed at rst, they feel free to
make multiple attempts and practice repeatedly [63]. Our experts sug-
gested that the integration of experiential activities with curriculum
goals, the provision of meaningful feedback, and a risk-free learning
environment would be the key elements of gamication in corporate
training.
4.2. Category II: Game mechanics
Regarding gamication elements, many prior studies considered
points, badges, leaderboard as the most common game mechanics
[9,17,31,34]. For this study, which conducted interviews with experts of
corporate training, some key elements identied by the experts echoed
previous research results, while other expert-identied elements
differed from prior studies.
(1) Points
The rst element is points. Experts in this study had a high degree of
support for using gamication elements such as “points or scoring” in
the training course (mean =4.40, SD =0.62, IQR =1.00, 93% of experts
viewed it as important or very important, see Table 2). The experts
stated that:
M: “Each unit has points, which may be points for an interactive unit,
or discussions or case exercises. Each of these tasks would have
different points.”
E: “What I encourage is participation. What I encourage is not cor-
rectness. Wrong answers also get 100 points, but right answers get
300 points. My approach is to reward participation as well as correct
answers.”
This echoes previous research conclusions. Points may build a
connection between efforts, performance and results, thereby strength-
ening related behaviors [62]. Through attendance, participation in
tasks, students receive points which may further affect the students’
level of engagement [16,25] and enhance their learning results [17].
Care should be taken that the points themselves are not rewards, but
serve as the guidelines and reminders to achieving the training goals
[35]. Students should consider points or other gamication elements as
valuable or having psychological signicance, otherwise such measures
would not increase student participation [17]. Our experts suggested
that the use of a scoring mechanism would play an important role in
training gamication by enhancing learning effects while heightening
student reactions and expectations.
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7
(2) Badges
Even though prior studies have identied badges as a part of gami-
cation mechanism, the importance of “badges” were not supported by
corporate training experts. After two rounds of evaluations by the ex-
perts, only 14% of the experts considered it important (mean =3.0, SD
=0.64, IQR =0.75, 14% of experts viewed it as important or very
important, see Table 2). Most experts in this study believed that badges
were not an important element to training gamication. After the
completion of three rounds of Delphi method research, experts were
invited to provide supplementary comments about the application of
badges. The experts stated that:
N: “Many games use badges, but I think they are more suitable for
educational games that are larger in size and more time-consuming,
in order to provide a driving force like “stamp collection” so that
players will continue to play and add to their collections. There are
very few large-size and continuous educational games like that in a
training environment.”
D: “Badges are usually for games where the users may upgrade their
ranks. For short-term courses, to explain clearly the rules for
upgrading ranks and badges to the learners may end up confusing
them instead.
F: “The essence of badges is the same as bonus points, which is really
a bonus point mechanism that has been exquisitely packaged and
looks nicer. Perhaps it would attract teenagers or younger students.
Since the cost of implementing badges is relatively low, trainers may
be particularly attracted to them [17]. Our experts found that the use of
badges in short-term training courses (e.g. duration of 1–3 days) would
not be effective gamication as the impact to adult learners would be
insignicant. In addition, badges used frequently in software supple-
mented gamication systems would not be easily applicable to most
corporate trainings conducted with face-to-face teaching. This is one
area for further research in the future.
(3) Leaderboard
The level of importance of the “leaderboard” changed in an inter-
esting manner through the course of this study. At the rst round of
expert evaluation, even though it received a mean value of 4.20 with
67% of the experts viewing it as important or very important, it did not
meet the consensus standard criteria (SD =0.91, IQR =2.00, see
Table 2). At the second round, consensus was reached (SD =0.67, IQR =
0.00, see Table 2), but its importance mean value dropped to 3.8, and
the ratio of experts viewing it as important or very important grew to
nearly 80% (see Table 2). The survey process showed that even though
many experts supported the use of leaderboard and believed it can
strengthen competitiveness and promote student participation, some
experts felt that excessive emphasis on competition would adversely
affect learning. Experts stated their very different views on the impor-
tance of leaderboard as follows:
A: “The score board is right in the front. Using the team scoring
method, the scores are announced and updated during each
intermission.”
L: “I personally do not believe in the importance of competition. In
some classes, I would even purposely minimize competition: we
would not have any rankings, and no reward mechanism either, not
even verbal complements.”
E: “The use of competition, is that actually good or bad? In order to
score points, we may even lose a little of the essence of learning. Of
course, we want to keep learning as the main objective, and not have
scoring points as the main task.”
Past research showed that in the process of training gamication, the
points and leaderboard mechanism can operate appropriate
competitiveness, but the effects of the leaderboard were mixed [25]. If
competition is over-emphasized, it could lower participants’ motivation
[24], or make students uncomfortable [16]. Our experts found that
appropriate application of the element of competition while empha-
sizing the essence of learning without excessive competition would be
important to training gamication.
(4) Other ndings
For corporate educational training, storylines or plots may be
interwoven in the process, but the importance of stories varied with our
experts. Some experts used stories as introductions prior to the begin-
ning of the teaching process or during case discussions. Other experts,
meanwhile, believed that stories were an important component to
attracting the students’ attention. Regarding the importance of a
storyline, the divergent views of the experts may be due to their indi-
vidual application experience and different focus in terms of course
planning. Since this study utilized the Delphi method, the number of
expert samples was relatively small. If the expert samples came from
different groups with different teaching experiences, the importance of a
storyline may change. This aspect may require further research in the
future. Moreover, the experts in this study seldom relied on the assis-
tance of information software systems or apps, possibly because the use
of software could increase teaching variables, distracting the attention
of the students or increasing the level of difculties. The experiences of
the experts in the study seemed to indicate that the use of software was
not necessary during the gamication of the teaching process – these
experiences may offer a point of reference for other instructors.
5. Conclusion
Many studies have shown that training gamication effectively en-
hances learners’ interest and participation. However, ambiguous gami-
cation directions may lead to erroneous results. This study used the
Delphi method to evaluate the importance of key gamication elements
according to 14 corporate training experts. Expert interviews and ap-
plications of gamication design principles/mechanics were also pre-
sented as a reference for future gamication research or application.
According to our experts, some gamication design principles would
enhance learner participation and learning results in corporate training.
The principles include: integration of gamication with the curriculum,
provision of rapid feedback when learners exhibit desirable behavior, a
team-based competition mechanism, and a gradual increase in the dif-
culties of tasks to be completed by the teams in a limited timeframe.
Also, immersion learning would result given the following: clear and fair
game rules, risk-free experiential activities allowing the freedom to fail,
and a training environment tolerant of trials and errors.
Secondly, our experts often relied on points and leaderboards as
game mechanics, planning different scoring components in the course.
When the learners exhibited desirable behaviors, such as answering
questions, participating in discussions, or taking on difcult challenges,
they would score points for accuracy as well as participation. Further-
more, leaderboards were used to display cumulative team scores, which
may boost participation by displaying the progress of the learners and
their peers.
Thirdly, our experts found that the gamication of training was not
about playing games in the class, and did not require the use of software
applications or board games as props. Several experts also mentioned:
“Do not gamify for the sake of gamication”. Thus, it is important to
focus on the design of key gamication elements to enhance learning
effectiveness for research and application in the future.
5.1. Limitations and future research
There are some limitations in this study. First, the number of
participating experts was limited, thus further research is required to see
Y.-F. Wang et al.
Entertainment Computing 40 (2022) 100463
8
whether these opinions are sufcient to represent a wide range of
educational gamication. Moreover, most of the gamication course
material were used by enterprise employees. When the intended target
users are students in an academic setting or elsewhere, different effects
may result. Also, corporate training sessions are often special seminars
or short-term classes, unlike school classes which may last a semester or
more. With different teaching timeframe, should gamication be
implemented differently? Furthermore, experts that implement training
gamication may not fully understand the underlying gamication
theories and research, which could limit their gamication design or
usage of elements. The individual course subject or practical experience
of each expert may reect their preference of different instructional
methods for training gamication. For example, some experts preferred
the use of rewards or storylines, while others viewed these mechanisms
as less important. Such different perspectives in the qualitative results
could be due to the selection and recruitment process to nd expert
participants for this study. Even with such research limitations, this
study integrated the practical experiences of the experts as well as ac-
ademic research, in hopes of offering some valuable references in the
research and application of training gamication.
Funding
The authors did not receive any funding for this study.
Declaration of Competing Interest
The authors declare that they have no known competing nancial
interests or personal relationships that could have appeared to inuence
the work reported in this paper.
Acknowledgements and Disclosures
None.
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