In this paper, we investigate the impact of flow (operationalized as heightened challenge and skill), engagement, and immersion on learning in game-based learning environments. The data was ...gathered through a survey from players (N = 173) of two learning games (Quantum Spectre: N = 134 and Spumone: N = 40). The results show that engagement in the game has a clear positive effect on learning, however, we did not find a significant effect between immersion in the game and learning. Challenge of the game had a positive effect on learning both directly and via the increased engagement. Being skilled in the game did not affect learning directly but by increasing engagement in the game. Both the challenge of the game and being skilled in the game had a positive effect on both being engaged and immersed in the game. The challenge in the game was an especially strong predictor of learning outcomes. For the design of educational games, the results suggest that the challenge of the game should be able to keep up with the learners growing abilities and learning in order to endorse continued learning in game-based learning environments.
•Engagement in the game has a positive effect on learning.•Immersion in the game does not have a significant effect on learning.•Challenge affected learning both directly and via the increased engagement.•Skill did not affect learning directly but only via the increased engagement.•Perceived challenge was an especially strong predictor of learning outcomes.
Las marcas visuales se involucran de forma progresiva y creciente en entornos lúdicos, cambiando su semblante logotípico de manera metamórfica. La evolución de los gustos de los públicos y de las ...tecnologías han añadido variedad de posibilidades icónicas que permiten a los logos crear juegos de diferentes índoles, o bien participar en actividades aparentemente lúdicas. Para ello las identidades visuales han potenciado su creatividad a la hora de producir juegos, competiciones y exhibiciones de símbolos propios del juego. La evolución tecnológica ha permitido a las marcas convertirse en herramientas de entretenimiento multiplataforma perdiendo su característica estructura monolítica propia de las identidades visuales clásicas. Su aspecto multiforme y flexible les garantiza mayores posibilidades de integración en las actuales estrategias de comunicación, cada vez más fundadas en narrativas transmedia. Las marcas gráficas entran en los videojuegos, crean sistemas lúdicos propios o se asocian con otras marcas para convertir sus públicos objetivos en gamers. Estas diferentes variantes de combinaciones entre actividades digitales de recreo y lenguajes visuales propios del branding ha ido generando procesos que hemos definido como fake brand gamification. Exploraremos este universo procurando aclarar los términos utilizados en estos contextos para definir las variantes de ludificación aplicada a las marcas. A la vez pretendemos definir un mapa básico de las posibilidades de relación entre juegos y marcas, trazando una taxonomía que pueda plantear futuros desarrollos investigativos.
•We explored the influences of gamification characteristics on stressors and strain for individuals.•The competition and interactivity of gamification are positively associated with privacy invasion ...and social overload, which can cause gamification exhaustion.•Health condition negatively moderates the relationship between gamification characteristics and stressors.•Our research contributes to understanding of the “dark side” of gamification in the health management context.•Our findings contribute to the P-E fit model and literature on gamification.
Despite the prevalent use of gamification in the health management context, its “dark side” for users remains unknown. To fill this research gap, we used the person–environment fit (P-E fit) model to build a theoretical model to explore the influences of gamification characteristics on stressors (privacy invasion and social overload) and strain (gamification exhaustion) for individuals. A survey was conducted to test our research model and all hypotheses. This paper gathered survey data through the Wenjuanxing website, a popular online survey platform in China. A total of 407 questionnaires were collected. The empirical results indicated that the competitive element and interactivity of gamification are positively associated with privacy invasion and social overload, which can cause gamification exhaustion. Further, we found that users’ health condition negatively moderates the relationship between gamification characteristics and stressors. Our research contributes to understanding of the dark side of gamification in the health management context. Our findings also contribute to the P-E fit model and literature on gamification, and provide new insights and implications for users and designers of health management platforms.
Gamification is increasingly applied as a design strategy when improving various behavioral outcomes in the online retailing domain. Understanding the attributes of gamification marketing activities ...(GMAs) is critical for successful gamification, but perceived experience derived from the attributes of GMAs and its influence on desirable consumer behaviors have not been addressed so far in gamified online retailing studies. Thus, this paper aims to examine the relationships among GMAs’ experience, value, satisfaction, brand love, and desirable consumer behaviors. To test these relationships in the research model, we developed a study using a sample of 242 online bookstore customers, and found that the experience of GMAs has a significant and positive effect on hedonic value and utilitarian value. The findings also confirm that hedonic value and utilitarian value significantly affect satisfaction and brand love. Finally, our results confirm that satisfaction has a significant and positive effect on brand love, and in turn, on desirable consumer behaviors (i.e., brand loyalty, positive word-of-mouth, and resistance to negative information). The findings of this study can permit online retailing companies to predict the future behaviors of their customers more exactly and guide their management of assets and gamification marketing activities.
•Constructs of perceived gamification marketing activities (GMAs) are confirmed.•The experience of GMAs has a significant and positive effect on hedonic value and utilitarian value.•Hedonic value and utilitarian value significantly affect satisfaction and brand love.•Satisfaction has a significant and positive effect on brand love, and in turn, on desirable consumer behaviors.•Insights for the significant effects of experience of GMAs on desirable consumer behaviors.
This study explores Turkish Higher Education EFL instructors’ perceptions and awareness of ‘gamification’, along with their practices of integrating it into the classroom. Through in-depth interviews ...with 6 instructors, the research reveals accurate conceptual understanding and alignment between instructors’ knowledge and actual gamification practices. The findings highlight positive attitudes tow1ards gamification, supporting its application across education levels and language skills, despite potential time and curriculum constraints. The study suggests valuable insights for curriculum developers and educators regarding the applicability and effectiveness of gamification in L2 teaching.
Although gamification in the workplace is burgeoning, organizations frequently have difficulty sustaining user engagement with a gamified information system (IS). The focus of this study is how a ...gamified IS in the workplace engages users and encourages them to continue system use. By proposing the concepts of flow experience (FE) and aesthetic experience (AE) as different ways to provide deep and meaningful user engagement, this study develops a model that explores the antecedents of FE and AE and their roles in explaining an individual's continuance intention to use of a gamified IS. The model is tested using data collected from 178 users of a gamified IS in a global consulting company. The results demonstrate that although FE and AE are complementary forces, AE is more salient than FE for explaining continuance intention. The research proposes AE as a parsimonious yet powerful construct that extends the research on user engagement. The findings contribute to research on gamification by shifting scholarly attention from deep engagement characterized by FE to meaningful engagement characterized by AE.
In this study, we examine the influence that gamification elements have on collaboration processes in terms of whether they increase intention to continue to use the system based on meaningful ...engagement and hedonic motivation as well as outcome quality. Therefore, we review gamification models and principles for information systems and consolidate them in a preliminary framework. We then evaluate how one can supplement the collaboration process for collaborative story writing with gamification elements based on the framework. Additionally, we consider specific gamification elements to successfully accomplish the process. To do so, we conducted action design research in a common iterative structure. First, we observed and reflected on the analog collaborative writing process. Next, we derived design principles and remodeled and implemented the process via a Web application instantiation to evaluate them. In the evaluation, we identified the developed design principles’ ability to reach higher hedonic motivation and meaningful engagement, which led to an enhanced intention to continue to use the system. Additionally, we found the potential to manage the shift toward digital collaboration processes that motivate people to participate and produce promising outcomes that do not vary much from outcomes in an analog setting.
•We investigated the relationships between gamification, brand engagement and equity.•Achievement and social interaction features affect three forms of brand engagement.•Immersion features only ...affect social brand engagement.•Brand engagement further positively affect brand equity.
Gamification has become a popular technique in marketing. Many companies believe that gamification can potentially increase the engagement, awareness and loyalty of consumers with respect to the brand. However, there is current dearth of empirical evidence supporting these beliefs beyond the pervasive hype. In this study we investigated the relationships between gamification, brand engagement and brand equity among consumers (N = 824) of two online gamified brand communities. The results showed that achievement and social interaction -related gamification features were positively associated with all three forms of brand engagement (emotional, cognitive and social). Immersion -related gamification features were only positively associated with social brand engagement. Additionally, brand engagement was further positively associated with brand equity. The results imply that gamification can positively affect brand engagement and further increase brand equity, and that gamification appears to be an effective technique for brand management.
The maturing of gamification research Nacke, Lennart E.; Deterding, Sebastian
Computers in human behavior,
June 2017, 2017-06-00, 20170601, Letnik:
71
Journal Article