Gamification is not Working: Why?

Gamification is a trending topic in the scientific community. It is the art of incorporating game elements and game design principles into non-game context. The phenomenon has garnered tremendous attention especially in the field of education and academics. Yet, since it appeared a decade ago, its a...

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Published in:GAMES AND CULTURE
Main Authors: Dah, John; Hussin, Norhayati; Zaini, Muhamad Khairulnizam; Isaac Helda, Linda; Senanu Ametefe, Divine; Adozuka Aliu, Abdulmalik
Format: Review; Early Access
Language:English
Published: SAGE PUBLICATIONS INC 2024
Subjects:
Online Access:https://www-webofscience-com.uitm.idm.oclc.org/wos/woscc/full-record/WOS:001153544800001
author Dah
John; Hussin
Norhayati; Zaini
Muhamad Khairulnizam; Isaac Helda
Linda; Senanu Ametefe
Divine; Adozuka Aliu
Abdulmalik
spellingShingle Dah
John; Hussin
Norhayati; Zaini
Muhamad Khairulnizam; Isaac Helda
Linda; Senanu Ametefe
Divine; Adozuka Aliu
Abdulmalik
Gamification is not Working: Why?
Cultural Studies; Communication
author_facet Dah
John; Hussin
Norhayati; Zaini
Muhamad Khairulnizam; Isaac Helda
Linda; Senanu Ametefe
Divine; Adozuka Aliu
Abdulmalik
author_sort Dah
spelling Dah, John; Hussin, Norhayati; Zaini, Muhamad Khairulnizam; Isaac Helda, Linda; Senanu Ametefe, Divine; Adozuka Aliu, Abdulmalik
Gamification is not Working: Why?
GAMES AND CULTURE
English
Review; Early Access
Gamification is a trending topic in the scientific community. It is the art of incorporating game elements and game design principles into non-game context. The phenomenon has garnered tremendous attention especially in the field of education and academics. Yet, since it appeared a decade ago, its ascension both in education and other domains hasn't been uniform, with several failed and inconclusive results. Consequently, scholars have, over the years, made several efforts to probe why gamification isn't succeeding as hoped. We attempt, therefore, to contribute to this effort by reviewing and discussing some of the core reasons why gamification seems to be faltering in the field of learning and education. Our findings revealed four (4) factors why gamification could be failing. Shallow gamification which is the simplistic and surficial application of game elements on a learning system or activity without transforming the core experience is one determinant. Overjustification effect, the excessive and arbitral use of rewards (extrinsic motivators), which hampers intrinsic motivation is another success determinant. The 'badges, points, and leaderboards (BPL) gamification' (or BPL triad) which refers to the use of basic game elements such as the badges, points, and leaderboards is also one reason gamification is still struggling. Lastly, the overreliance on narrow models and theories to explain or design gamified experiences is identified as a factor for gamification haziness. Our study suggests several antidotes to these highlighted challenges, such as deep intentional designs that transcend surface-level implementation of game elements (what is called 'deep gamification'). Amidst the spree of excessive extrinsic rewards anyhow, we propose a careful consideration of implementing reward-based game elements, especially in multiple learning settings. Again, a move-away from the narrow and overly used models such as the self-determination theory, and flow theory could open success pathways. As we believe, narrow theoretical lens through which gamification is often viewed serves as a limiting factor, impeding the field's progression and obscuring the full potential of gamification as an approach.
SAGE PUBLICATIONS INC
1555-4120
1555-4139
2024


10.1177/15554120241228125
Cultural Studies; Communication

WOS:001153544800001
https://www-webofscience-com.uitm.idm.oclc.org/wos/woscc/full-record/WOS:001153544800001
title Gamification is not Working: Why?
title_short Gamification is not Working: Why?
title_full Gamification is not Working: Why?
title_fullStr Gamification is not Working: Why?
title_full_unstemmed Gamification is not Working: Why?
title_sort Gamification is not Working: Why?
container_title GAMES AND CULTURE
language English
format Review; Early Access
description Gamification is a trending topic in the scientific community. It is the art of incorporating game elements and game design principles into non-game context. The phenomenon has garnered tremendous attention especially in the field of education and academics. Yet, since it appeared a decade ago, its ascension both in education and other domains hasn't been uniform, with several failed and inconclusive results. Consequently, scholars have, over the years, made several efforts to probe why gamification isn't succeeding as hoped. We attempt, therefore, to contribute to this effort by reviewing and discussing some of the core reasons why gamification seems to be faltering in the field of learning and education. Our findings revealed four (4) factors why gamification could be failing. Shallow gamification which is the simplistic and surficial application of game elements on a learning system or activity without transforming the core experience is one determinant. Overjustification effect, the excessive and arbitral use of rewards (extrinsic motivators), which hampers intrinsic motivation is another success determinant. The 'badges, points, and leaderboards (BPL) gamification' (or BPL triad) which refers to the use of basic game elements such as the badges, points, and leaderboards is also one reason gamification is still struggling. Lastly, the overreliance on narrow models and theories to explain or design gamified experiences is identified as a factor for gamification haziness. Our study suggests several antidotes to these highlighted challenges, such as deep intentional designs that transcend surface-level implementation of game elements (what is called 'deep gamification'). Amidst the spree of excessive extrinsic rewards anyhow, we propose a careful consideration of implementing reward-based game elements, especially in multiple learning settings. Again, a move-away from the narrow and overly used models such as the self-determination theory, and flow theory could open success pathways. As we believe, narrow theoretical lens through which gamification is often viewed serves as a limiting factor, impeding the field's progression and obscuring the full potential of gamification as an approach.
publisher SAGE PUBLICATIONS INC
issn 1555-4120
1555-4139
publishDate 2024
container_volume
container_issue
doi_str_mv 10.1177/15554120241228125
topic Cultural Studies; Communication
topic_facet Cultural Studies; Communication
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url https://www-webofscience-com.uitm.idm.oclc.org/wos/woscc/full-record/WOS:001153544800001
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