TY - GEN
T1 - How are gameful experience dimensions associated with intrinsic and extrinsic motivation? Results from an online vignette study
AU - Wallius, Eetu
AU - Klock, Ana C.T.
AU - Hamari, Juho
N1 - Funding Information:
This work was supported by Academy of Finland Flagship Programme (Forest-Human-Machine Interplay (UNITE)) [grant No 337653]; the European Union Regional Development Fund, SataDiLogis project [grant No A74723]; and the European Union’s Horizon 2020 research and innovation programme under the Marie Sklodowska-Curie [grant No 101029543, GamInclusive]. Icons and pictures used in the Social Distancer versions were created by FlatIcon and Lord-Pillock (DeviantArt).
Publisher Copyright:
© 2020 Copyright for this paper by its authors.
PY - 2023
Y1 - 2023
N2 - Gamification is one of the leading behavioral change strategies whose central premise is to afford experiences that resemble those present in games to provide intrinsic motivation. At the same time, gamification has an underlying utilitarian purpose and therefore its use is additionally driven by expected benefits. However, while gamification designs can afford a wide range of experiences, the corpus needs studies that examine which of these experiences induce intrinsic motivation, and which are associated with extrinsic motivation related to the utilitarian outcomes. Therefore, this study deploys a vignette-based online study (n=937) to examine the relationships between gameful experience dimensions (i.e., accomplishment, challenge, social experience, immersion, competition, guided, playfulness), and intrinsic and extrinsic motivation in a case study related to social distancing during the COVID-19 pandemic. Based on the results, accomplishment, social experience, competition, and playfulness are positively associated with intrinsic motivation. Moreover, accomplishment, social experience, guided, and playfulness are positively associated with extrinsic motivation.
AB - Gamification is one of the leading behavioral change strategies whose central premise is to afford experiences that resemble those present in games to provide intrinsic motivation. At the same time, gamification has an underlying utilitarian purpose and therefore its use is additionally driven by expected benefits. However, while gamification designs can afford a wide range of experiences, the corpus needs studies that examine which of these experiences induce intrinsic motivation, and which are associated with extrinsic motivation related to the utilitarian outcomes. Therefore, this study deploys a vignette-based online study (n=937) to examine the relationships between gameful experience dimensions (i.e., accomplishment, challenge, social experience, immersion, competition, guided, playfulness), and intrinsic and extrinsic motivation in a case study related to social distancing during the COVID-19 pandemic. Based on the results, accomplishment, social experience, competition, and playfulness are positively associated with intrinsic motivation. Moreover, accomplishment, social experience, guided, and playfulness are positively associated with extrinsic motivation.
KW - extrinsic motivation
KW - gameful experience
KW - Gamification
KW - intrinsic motivation
M3 - Conference contribution
AN - SCOPUS:85161636949
T3 - CEUR Workshop Proceedings
SP - 132
EP - 143
BT - Proceedings of the 7th International GamiFIN Conference 2023 (GamiFIN 2023)
PB - CEUR-WS
T2 - GamiFIN Conference
Y2 - 18 April 2023 through 21 April 2023
ER -