Do points, levels and leaderboards harm intrinsic motivation? An empirical analysis of common gamification elements
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Do points, levels and leaderboards harm intrinsic motivation? An empirical analysis of common gamification elements. / Mekler, Elisa D.; Brühlmann, Florian; Opwis, Klaus; Tuch, Alexandre N.
Gamification '13: Proceedings of the First International Conference on Gameful Design, Research, and Applications. Association for Computing Machinery, 2013. p. 66-73.Research output: Chapter in Book/Report/Conference proceeding › Article in proceedings › Research › peer-review
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TY - GEN
T1 - Do points, levels and leaderboards harm intrinsic motivation? An empirical analysis of common gamification elements
AU - Mekler, Elisa D.
AU - Brühlmann, Florian
AU - Opwis, Klaus
AU - Tuch, Alexandre N.
N1 - Conference code: 1
PY - 2013
Y1 - 2013
N2 - It is heavily debated within the gamification community whether specific game elements may actually undermine users' intrinsic motivation. This online experiment examined the effects of three commonly employed game design elements - points, leaderboard, levels - on users' performance, intrinsic motivation, perceived autonomy and competence in an image annotation task. Implementation of these game elements significantly increased performance, but did not affect perceived autonomy, competence or intrinsic motivation. Our findings suggest that points, levels and leaderboards by themselves neither make nor break users' intrinsic motivation in non-game contexts. Instead, it is assumed that they act as progress indicators, guiding and enhancing user performance. While more research on the contextual factors that may potentially mediate the effects of game elements on intrinsic motivation is required, it seems that the implementation of points, levels, and leaderboards is a viable means to promote specific user behavior in non-game contexts.
AB - It is heavily debated within the gamification community whether specific game elements may actually undermine users' intrinsic motivation. This online experiment examined the effects of three commonly employed game design elements - points, leaderboard, levels - on users' performance, intrinsic motivation, perceived autonomy and competence in an image annotation task. Implementation of these game elements significantly increased performance, but did not affect perceived autonomy, competence or intrinsic motivation. Our findings suggest that points, levels and leaderboards by themselves neither make nor break users' intrinsic motivation in non-game contexts. Instead, it is assumed that they act as progress indicators, guiding and enhancing user performance. While more research on the contextual factors that may potentially mediate the effects of game elements on intrinsic motivation is required, it seems that the implementation of points, levels, and leaderboards is a viable means to promote specific user behavior in non-game contexts.
KW - Game design elements
KW - Gameful design
KW - Gamification
KW - Motivation
U2 - 10.1145/2583008.2583017
DO - 10.1145/2583008.2583017
M3 - Article in proceedings
AN - SCOPUS:84905457954
SN - 978-1-4503-2815-9
SP - 66
EP - 73
BT - Gamification '13
PB - Association for Computing Machinery
Y2 - 2 October 2013 through 4 October 2013
ER -
ID: 169436012