A Framework For Gamification in The Metaverse Era

You might also like

Download as pdf or txt
Download as pdf or txt
You are on page 1of 11

Technological Forecasting & Social Change 193 (2023) 122544

Contents lists available at ScienceDirect

Technological Forecasting & Social Change


journal homepage: www.elsevier.com/locate/techfore

A framework for gamification in the metaverse era: How designers envision


gameful experience
Nibu John Thomas a, *, Rupashree Baral a, Oliver S. Crocco b, Swathi Mohanan c
a
Department of Management Studies, Indian Institute of Technology Madras, Chennai, TN, India
b
Leadership and Human Resource Development, Louisiana State University, Baton Rouge, LA, USA
c
Department of Commerce, University of Calicut, Calicut, KL, India

A R T I C L E I N F O A B S T R A C T

Keywords: Gamification uses principles extracted from games to elicit a unique game-like experience for users in various
Gamification settings, including learning, healthcare, and business. The ‘gameful experience,’ considered by researchers to be
Metaverse the essence of gamification, plays a significant role in positively affecting behavior in organizations and society
Gameful experience
as a whole. While attempts have been made to conceptualize the idea of gameful experience, those attempts lack
Thematic analysis
Flow experience
empirical insights from gamification designers. Thus, this paper aims to understand gamification from the de­
Extended reality (XR) signer's perspective. Towards this objective, interviews were conducted with experienced gamification designers
Games from different industries and parts of the world. The interviews were analyzed using thematic analysis. Inductive
reasoning resulted in eleven themes, which were mapped to four overarching theoretical categories: nudge
experience, flow experience, alternate reality experience, and hedonic experience. The evidence indicates that
gamification is influenced by positive psychology and the metaverse. The findings provide theoretical insights
concerning the construct of gameful experience and practical inputs on the experience to target when imple­
menting gamification.

1. Introduction 2021). Over a decade of gamification research, researchers have pro­


posed multiple definitions of gamification (Deterding et al., 2011;
The concept of gamification has gained widespread recognition Huotari and Hamari, 2012, 2017), advanced theoretical perspectives
among scholars and practitioners across fields of practice and academic (Deterding, 2015; Landers et al., 2018; Liu et al., 2017; Yadav et al.,
disciplines (Behl et al., 2022; Hamari et al., 2014; Koivisto and Hamari, 2022), and produced several systematic research reviews (Behl et al.,
2019; Thomas et al., 2022; Waldispühl et al., 2020). It is used in 2022; Hamari et al., 2014; Koivisto and Hamari, 2019; Thomas et al.,
countless settings and contexts from protein structuring (Waldispühl 2022).
et al., 2020) to space research (Kara, 2015; Peng et al., 2017). Gamifi­ Since 2011 there has been a dramatic uptick in interest in applica­
cation is the practice of changing processes, products, organizational tions of gamification and research articles on the various uses of gami­
structures, or almost any human-integrated activity into a game-like fication (Koivisto and Hamari, 2019; Thomas et al., 2022). This is borne
experience that leads to expected behavioral changes (Hamari, 2019; out in a cursory analysis of Scopus records, which shows academic
Högberg et al., 2019; Huotari and Hamari, 2017). It uses principles research on gamification has steadily increased since 2011 (Scopus,
extracted from games to elicit unique game-like experiences for users in 2022) and heralds the concept's importance and value in academic
various contexts such as learning, healthcare, and business and enhance research. According to an analysis of Google Trends, searches for the
its value (Huotari and Hamari, 2017; Koivisto and Hamari, 2019; term gamification have surged over the last ten years (Google Trends,
Thomas et al., 2022). Gamification has been studied in a variety of 2022), indicating the increasing popularity of the term among the
fields, including learning (Behl et al., 2022; Grijalvo et al., 2022; Thomas general public. Furthermore, according to Gartner, a top technology
and Baral, 2023), knowledge management (Feng et al., 2022), business research firm, gamification is showing rapid growth in industry and is
(Beatson et al., 2020; Poncin et al., 2017) and healthcare (Yang and Li, expected to propel future business practice (Gartner, 2017, 2022).

* Corresponding author at: Indian Institute of Technology Madras, IITM PO, 600036, Chennai, India.
E-mail address: nibujohnthomas@gmail.com (N.J. Thomas).
URL: https://www.linkedin.com/in/nibujohnthomas/ (N.J. Thomas), https://www.linkedin.com/in/swathi-mohanan-p-k-b23628219/ (S. Mohanan).

https://doi.org/10.1016/j.techfore.2023.122544
Received 12 October 2022; Received in revised form 21 February 2023; Accepted 21 March 2023
Available online 3 May 2023
0040-1625/© 2023 Published by Elsevier Inc.
N.J. Thomas et al. Technological Forecasting & Social Change 193 (2023) 122544

Gamification is expected to grow exponentially with the global gamifi­ characteristics: the perception of presented goals as non-trivial and
cation market “predicted to rise from $9.1 billion in 2020 up to $30.7 achievable, the motivation to pursue those goals under arbitrary,
billion in 2025” (Forbes, 2022, p.2) and further in the metaverse era externally-imposed constraints, and the belief that their actions within
(Forbes, 2023). these constraints are volitional.” The conceptualizations of gamification
But what makes gamification distinct from similar concepts such as and gameful experience are summarized in Tables 1 and 2. Even though
play or positive affect? In existing gamification literature, the gameful researchers have attempted to conceptualize gameful experience using
experience that gamification is meant to cultivate is considered the the existing literature on games and gamification, empirical examina­
distinctive characteristic of gamification (Deterding et al., 2011; Huotari tion of what constitutes a gameful experience is still lacking. This paper
and Hamari, 2012, 2017; Liu et al., 2017). Even though scholars and aims to address this research gap.
practitioners more or less intuitively agree that gameful experience re­
fers to a set of experiences elicited by games or gamification, and even 3. Method
though the term gameful experience has appeared in the literature on
gamification, attempts to conceptualize it have only recently begun As mentioned in the introduction, the study used a qualitative
(Högberg et al., 2019). Most scholarship treats the term as an under­ approach to understand how gamification designers describe the
explored enigma and a loosely understood concept (Deterding et al., gameful experience and eventually conceptualize the gameful experi­
2011; Hamari, 2019; Huotari and Hamari, 2017, 2011; Liu et al., 2017). ence from their insights. The study collected data using in-depth, semi-
As pointed out by Edmondson and McManus (2005: 1160), this nascent structured interviews (Creswell, 2013; McNamara, 2009; Turner, 2010).
stage of research demands an “open-ended inquiry about” the “phe­ After that, the data is analyzed using thematic analysis, as Braun and
nomenon of interest” through a qualitative approach. Thus, the purpose Clarke (2006) recommended.
of this study is to understand how gamification designers describe
gameful experience and to conceptualize gameful experience from their 3.1. Recruitment
insights. To this end, the current study seeks to address the following
research question: The participants for this study were identified using the advanced
RQ: How do gamification designers describe the gameful experience? search feature of LinkedIn under a premium recruiter account. In stage
This paper is organized as follows. After a conceptual introduction to one, the keyword “gamification” was used to find a list of relevant
gamification, we explain the research method adopted for the study. profiles (n: 908). As the LinkedIn algorithm already ordered profiles by
Then we present the eleven themes that emerged from the data on relevance, the profiles after the 908th did not have sufficient relevance,
gameful experience. Finally, we discuss the four overarching categories, and hence we did not consider them. In stage two, all these profiles were
the implications, and our conclusions. scanned, and the individuals with gamification designing experience
were identified (n: 133). Profiles with only the keyword gamification as
2. Background: gamification and gameful experience a certification or area of interest but without related experience were
removed. In stage three, a detailed profile evaluation was carried out,
The concept of gamification originates in the idea of games. How­ and 52 designers with relevant gamification experience were identified.
ever, it has been further developed by different fields, including infor­ During this stage, designers who only had coding and technical expertise
mation systems and psychology. Given the multiplicity of viewpoints were removed. All 52 designers were contacted in the next stage, 22 of
that have contributed to its definition, gamification has evolved as an whom agreed to be interviewed. After dropouts, 14 interviews were
interdisciplinary subject. Gamification has been defined as the “use of initially agreed upon for the interview. While we experienced data
game design elements in non-game contexts” (Deterding et al., 2011:10) saturation after the 8th interview, we conducted all 14 interviews.
or as “a process of enhancing a service with affordances for gameful Thereafter we again reached out to 4 more designers and conducted 3
experiences in order to support users' overall value creation” (Huotari additional interviews to further examine if there are any further insights
and Hamari, 2017:25). Researchers emphasize that the goal of gamifi­ from more interviews. The researchers concluded after all 17 interviews
cation is to create a gameful experience that supports value creation. that data saturation was reached.
Gamification entails introducing components such as points, badges,
levels, and leaderboards to create the gameful experience.
3.2. Participants
Researchers diverge concerning the origin of the term gamification.
Some believe the term was coined by Nick Pelling (Liu et al., 2017),
The 17 participants each had direct experience in designing gamifi­
others by Brett Terrill (Huotari and Hamari, 2017), but the vast majority
cation and came from different parts of the world: Brazil, Colombia,
of scholars are silent concerning its origins (Deterding et al., 2011).
Canada, Denmark, Greece, India, Israel, Japan, Malta, Netherlands, New
Researchers agree that the term gamefulness, which indicates the
experiential outcome of gamification, was coined by McGonigal (2011)
in her book Reality is Broken (Deterding et al., 2011; Eppmann et al., Table 1
Conceptualizations of gamification and gameful experience.
2018; Landers et al., 2019). McGonigal (2015) later explained that the
term gameful is not entirely new; instead, it can be traced back to the Definition Year Coined by
sixteenth century Jacobean play, described as the “pleasant time” (p. “A form of service packaging where a core service 2011 (Huotari and Hamari,
656) of one's life with games. That said, the idea of gameful experience is enhanced by a rules-based service system that 2017, p. 4)
within the context of gamification has been studied more explicitly since provides feedback and interaction mechanisms
to the user with an aim to facilitate and support
2011, after the aforementioned first definition emerged. the users' overall value creation.”
Gameful experience has been defined and explained by researchers “The use of game design elements in non-game 2011 (Deterding et al.,
in various ways. Initially, gamefulness was described as the “experien­ contexts.” 2011, p. 10)
tial and behavioral qualities of gaming” (Deterding et al., 2011:3) or “The process of making activities more game-like.” 2014 (Werbach, 2014, p.
261)
later as “an experiential condition unique to games” (Huotari and
“The incorporation of game design elements into a 2017 (Liu et al., 2017, p.
Hamari, 2017:25). Eppmann et al. (2018) maintained that “gameful target system while retaining the target system's 1013)
experience in a non-game context refers to the positive emotional and instrumental functions.”
involving qualities of using a gamified application” (100). Relatedly, “A process of enhancing a service with affordances 2017 (Huotari and Hamari,
Landers et al. (2019, p 83) defined gameful experience as a “psycho­ for gameful experiences in order to support 2017, p. 25)
users' overall value creation.”
logical state resulting from the interaction of three psychological

2
N.J. Thomas et al. Technological Forecasting & Social Change 193 (2023) 122544

Table 2 their home or office. All interviews were recorded with the participants'
Conceptualizations of gameful experience. consent.
Definition Year Coined by Before starting the interview, the interviewer took sufficient time to
build rapport with the participant, as McNamara (2009) and Turner
“Gameful experience in a non-game context refers to 2018 Eppmann et al.
the positive emotional and involving qualities of (2018, p. 100) (2010) have suggested. Apart from this initial interaction, the actual
using a gamified application” interview took, on average, 1 h. The discussion began with a general
“A psychological state resulting from the interaction 2019 Landers et al. question about gamification to ensure that the designer's view of the
of three psychological characteristics: the (2019, p84) concept aligned with the existing literature. None of the participants
perception of presented goals as non-trivial and
achievable, the motivation to pursue those goals
digressed from the prevailing view. They generally understood gamifi­
under arbitrary, externally-imposed constraints, cation as the process of using game elements to achieve specific target
and the belief that their actions within these objectives as defined by Deterding et al. (2011) and Huotari and Hamari
constraints are volitional.” (2017). Their conceptualization of gamification is explored further in
“The subjective positive experiences expected to 2021 Thomas et al.
the findings. The participants were also asked to provide information
emerge in a gamified system among its voluntary (2021, p.14)
users.” about their gamification designing activities to confirm their expertise.
In the interviews, the participants were invited to offer their insights
on the experience associated with gamification. A series of questions
Zealand, Sweden, and USA. Most of the participants had more than four were asked according to an interview protocol concerning gameful
years of experience in gamification design. Some of them worked in experience, including “What do you think is the experience of users
multinational companies (MNC), such as International Business Ma­ while they are in a gamified platform or context?” and “What do you
chines (IBM), Marsh McLennan, and Tata Consultancy Services (TCS), think should be the ideal experiences during gamified activity?”
and some in gamification companies such as the Octalysis Group and Furthermore, participants were prompted to expand on their answers
Gametools. Table 3 presents details about the designers. via follow-up and probing questions, allowing us to gain deeper insights.
Analytic memos were taken throughout the interviews to document
3.3. Data collection observations and comments. Interview recordings were transcribed, and
ranged between 3000 and 5000 words in length. The interview material
The data was gathered via in-depth, semi-structured virtual video was deemed adequate to support the analysis (Malterud et al., 2016).
interviews using the Zoom platform. Following advice for strengthening
the quality and validity of responses (Creswell, 2013) and recommen­ 3.4. Data analysis
dations for collecting qualitative data over Zoom (Gray et al., 2020), the
interviewer provided the participants with information on study's pur­ The interviews were analyzed using thematic analysis in line with
pose and explicit consent was obtained from each participant. Partici­ the guidelines provided by Braun and Clarke (2006). Following the
pants engaged in the discussion from a quiet and secure place such as inductive approach, specific themes were not established prior to the
analysis but rather discovered during the analytic process. However,
Table 3 after the themes were identified, a deductive approach was used to
Details of the interview participants – gamification designers. create an overarching category structure to yield more meaning for the
identified themes.
No Gender Country Organization type Gamification
experience During the first phase of the analysis, data familiarization, we tran­
scribed the recorded video interviews. After reviewing the transcriptions
1 Female Israel Gamification 4 years
company
for accuracy, we studied the content to immerse ourselves in the data. In
2 Female Greece Multinational 3 years this phase, few initial codes were identified. In the second phase, initial
company code generation, we reread each interview transcript and assigned codes
3 Male Colombia Gamification 7 years to any phrase, sentence, or paragraph judged significant. These codes
company
denoted the smallest segment or data element that could be considered
4 Male India Multinational 5 years
company part of the gameful experience. Code saturation was achieved after eight
5 Male USA Multinational 2 years interviews were coded; however, to receive a reasonable sample we
company continued collecting further interviews until 17.
6 Female India Multinational 2 year During the third phase, finding themes, we searched for themes in the
company
7 Male Denmark Gamification 8 years
initial codes, comparing the codes to each other several times. Similar or
company related codes were grouped into potential themes, and all coded data
8 Male Netherlands Gamification 9 years extracts relevant to the indicated themes were gathered together. As
company Braun and Clarke (2006) suggested, a thematic map was created to aid in
9 Male USA Gamification 8 years
the discovery and construction of themes by grouping the initial codes.
company
10 Male Colombia Multinational 3 years During this phase, some of the codes were merged, resulting in the
company creation of 23 themes. In the fourth phase of our analysis, reviewing
11 Male Brazil Multinational 7 years themes, the potential themes were checked and refined against the whole
company data set's coded data extracts. During this phase, themes were evaluated
12 Female Malta Gamification 3 years
company
for external heterogeneity and internal homogeneity, with some merged
13 Female Sweden Multinational 4 years to form higher-level themes. We assessed the validity of the individual
company themes with respect to the complete data set to see if they reflected the
14 Male USA Multinational 4 years meanings present in the data set as a whole and told a pure story about
company
the data. The themes were refined through debate between the authors,
15 Female Japan Multinational 3 years
company using a consensus-based data analysis paradigm of the investigator
16 Male Canada Gamification 3 years triangulation method (Fox and Denzin, 1979). In this method, respectful
company debate and discussion within the research team are seen as opportunities
17 Female New Zealand Multinational 2 years to hone or question interpretations, consistent with a social construc­
company
tionist epistemology (Creswell, 2013).

3
N.J. Thomas et al. Technological Forecasting & Social Change 193 (2023) 122544

In phase five, defining and naming, the abstracts of each theme were Liu et al., 2017) and accomplishment (Högberg et al., 2019). The par­
reviewed to ensure coherence and, if required, the theme was renamed ticipants reflected:
to capture the essence of the whole story. Finally, the findings were
At the end of it, because there is a reward attached, I believe it is very
reported using quotes from the extracts representing the theme. After
satisfying for them. First of all, they will put in their best effort…at least
this inductive stage of identifying the themes, we created overarching
from what we have been [seeing]… because there are clear rewards
categories using a deductive approach to render the findings more
available and milestones attached. Once they are there, the experience of
meaningful and valuable.
going through is much more stress-free than going through other types of
assessment, and the rewards are also encouraging.
4. Results: themes of gameful experience
(D10)

In this section, we present the experiences associated with gamifi­ It is explicitly visible to them, right? That anything I do here…there are
cation that were identified by the gamification designers. Table 3 sum­ outcome-based rewards…that is another messaging that kind [of] gets
marizes the profiles of the fourteen designers who participated in the reinforced [in] your mind subconsciously, unconsciously and consciously,
study. Each of the eleven themes that emerged from the analysis of the that also helps to some extent, and overall I think they value rewards and
data is presented below with two or three representative data extracts to they value where they have reached.
enrich comprehension. Additional extracts are presented whenever a (D10)
notable aspect of the theme is described. Each extract is labeled by an
Some certifications and rewards, otherwise, recognition to the people who
alphanumeric code, ranging from D1 to D17 that corresponds to the
have cleared this…visibility with management or organization. All these
designer who made that statement.
are intangible outcomes that will give them some kind of pride and
accomplishment.
4.1. Theme 1: trigger interest (D10)

All designers identified triggering the user's interest as an aspect of While most designers highlighted the importance of feeling rewar­
gamification. They said gamification “triggers”, “encourages”, “moti­ ded, one of them (D5) believes that rewards are paid too much attention
vates”, or even “seduces” the user such that the user's “interest is in gamification. D5 commented:
increased.” Designers believe this triggering will cause users to become Another thing is the big misunderstanding that people say is that gamifi­
“attracted” or even “addicted” to the gamified platform and want to use cation should be about rewarding. If I talk with clients, they want me to
it more often or “want to continue more.” One of them also pointed out design some sort of gamification, and they want people to interact with it.
that this may create a “feeling of elevation” with “more energy.” The Quite often, they asked me the question, well, should we give them a
triggers mostly consist of game elements. Triggering the interest could reward at the end? Should we say there is a prize? or that they will get X,
also be considered the act of creating arousal, as pointed out by Liu et al. Y, or Z and the end? That's not a thing… I never do. So you should not be
(2017), or inducing “activation”, as observed by Eppmann et al. (2018). playing the game or interacting with any gamification if there is a known
As the participants noted: reward at the beginning because then the reason to play gets fuzzy. If I
There will always be some kind of trigger and action and then some sort of compare it with just playing a game, you will not play a game with me
reward, and then another trigger. Again, this is very important, depending because you get a free cake at the end. We are going to play a game
on whatever you have designed. because it's fun to play a game. Right? And that's what gamification
(D5) should be. So never talk about extrinsic rewards beforehand.
(D5)
I would say this [gamification] encourages the end-user or the partici­
pants to do the same activity more, or this encourages the users to get
connected to service the product or application more.
4.3. Theme 3: elicit uncertainty and curiosity
(D1)
The game part of it should somehow like motivate you, incentivize you. I Many designers believe that the uncertainty of a gamified setting and
mean, it should be something that makes you want to participate more, curiosity about the situation are two significant triggers in gamification.
and usually, if my participation yields result[s] in the game world, that is They pointed out that faced with the “uncertainty” or “mystery” of the
the kind of like the best part of it. gamified environment, users become curious and feel the “thrill of
(D4) unpredictability.” Similarly, they indicated that users enjoy the “dis­
covery of new things”, or exploration. Another aspect of gamification
When they get rewarded, they feel they want to continue more… So they
that may increase uncertainty, according to the designers, is the “risk of
continue to do things again and again.
losing” certain rewards. Correspondingly, previous research has identi­
(D-15) fied suspense (Huotari and Hamari, 2017) and uncertainty (Leclercq
It's going to lead to that feeling of elevated and the feeling that you have et al., 2020) as components of a gameful experience. The participants
more energy than when you have that feeling of motivation. noted:
(D-17) Good games actually serve you two things. One, it gives you uncertainty,
and second, it ramps up its own ability to challenge your [wits]… Can I do
it in a different way? Can I experience it in a different way? That's when
4.2. Theme 2: reward behavior
the uncertainty of the gamification principle steps in; that's when people
start actually playing around with your gamification mechanics.
Most designers identified the feeling of being rewarded as another
(D2)
aspect of a gamified setting. They believe that users feel “rewarded” or
“recognized” by rewards, which are highly valued and reinforce Then you have the unpredictability, the stuff that comes very well with
behavior. According to them, the feeling of being rewarded comes from casino [say] gambling and all of that… No one has to pay you to be in the
getting “visibility” or “feeling valued” and sometimes from the mere thrill of unpredictability. You even pay for that. That's why you pay to go
“thought of achievement.” Prior research has characterized this aspect to the movies… to buy a new book… to go to the casino because you want
of the gameful experience as achievement (Huotari and Hamari, 2017; to feel the thrill of what's like unpredictable.

4
N.J. Thomas et al. Technological Forecasting & Social Change 193 (2023) 122544

(D14) Your journey with the game itself needs to be extremely linear, extremely
simple. Let's not use the word linear, but we use the word simple… So the
word simple is very important. Can I make the journey of my learners
4.4. Theme 4: clarify goal within the game, extremely simple. The simpler it is, the more engaged my
people will be.
Another aspect of a gamified setting identified by the designers is (D2)
having a clear goal. The designers explained that goals, particularly
Furthermore, the designers said they create a “feeling of challenge”
“clear goals”, give users a feeling of “being guided” or being on a
by providing opportunities to “compet[e] with each other” or “overcom
“journey.” One of the designers stated that goals motivate in two ways:
[e] obstacles.” The designers believe that users like to be challenged and
through the fear of losing something and through the happiness of
that challenge boosts their adrenaline. They continued:
achieving it. Landers et al. (2019) have highlighted the goal as an
essential aspect of the gameful experience. The participants spoke: They come to only to us, because we give them this amazing experience
and the feeling of the challenge, competition, competing against each
So basically, I usually create something where at the end of it, there's like a
other. That builds [them] up, the adrenaline and air from the top of the
clear goal… [a] clear rule for all facilitators and everyone who's running
game.
it.
(D9)
(D4)
People like to be challenged. More than the satisfaction of having it
Three parts, like the first one is like the motivation to achieve a goal. The
achieved something. There are people who coming… who just sometimes
second one is the risk of losing that goal, third one is the rewarding part
look at the questions, try to attempt it…. People love to deal with complex
like some sort of happiness when or a pleasant experience [when] I
problems or… feel challenged. It's just like shooting games. It [the game]
reached out that goal.
itself gives them no sense of satisfaction. I think people just get a kick out
(D1)
of it [challenge].
When I say positive experiences, what I'm trying to say is that am I giving (D10)
my players a kind of goal or a kind of a calling that they need to achieve.
To clarify, some designers were more explicit, stating that the
(D2)
gamified platform should be easy at the beginning and more challenging
at a later stage. They advised against using complexity at the initial
4.5. Theme 5: highlight progress stage, and that the challenge should be progressively increased such that
it is always at the right level. One participant concluded while another
Another aspect of the gameful experience identified by the designers highlighted the about the challenge being optimized:
is the user's awareness of progress. The users “immediately have feed­ I know how to actually challenge my audience, I know at what level I need
back” in a gamified setting. The “feedback” serves as an “affirmation” of to challenge my audience that is very important. I cannot create a game
their progress. Designers also said that users will be aware of the things which is actually, which is two levels up of my audience, people will never
that “need to be improved” and their current status in terms of “where understand or they will never like it. Your game should always like your
am I?” compared to other users. The unique ability of gamification to audience should take that journey with you. Like the first level is always
give timely feedback or performance information has similarly been you know everyone can do [it], second level, it actually gives you a little
emphasized by Cardador et al. (2017). The participants said: bit of challenge. Third level, you have learned something in the first two,
As soon as possible, I want to people drawn into the game or gamification I'm applying in the third. In all of these three levels, what I've learned [I'm]
and that's by getting into small actions…immediately have feedback… applying in the fourth, basically, it's like a journey.
short feedback loops, that are engaging… quite often they are story based (D2)
or story driven. The first step should be quite easy, and you want to do Basically if the challenge is optimized directly with the ability of the
more of it. player, most likely you've got it right. It's all about this.
(D5) (D-17)
You're [users] going to keep on actually exploring more on the same
behavior known, trying to get an affirmation after affirmation that what
I'm doing is currently… right. And during this entire process of exploring 4.7. Theme 7: emulate safety and control
more, the game is able to give you more.
(D2) Another aspect of gamification the designers described is the expe­
rience of being in a safe space. The gamified environment enables the
users to “feel in control” and use that “freedom” to do things they are
4.6. Theme 6: progressively challenge otherwise not “allowed” to do.
What we want the gamified activity to do is to enable people to talk about
An interesting contrast between easy and challenging was observed
topics that they usually wouldn't talk about. So it gives them sort of a safe
in our analysis. On one hand, the designers expressed the need to make a
place to be more playful, because you are more playful, you're allowed to
gamified platform easy for users, especially at the beginning. On the
say things that maybe in a different social context, you wouldn't be
other hand, they also expressed the need to challenge users. Some of
allowed to.
them further explained that the challenge needs to be progressive, or the
(D12)
right amount of challenge. Challenge has been identified as an essential
component of the gameful experience by Högberg et al. (2019) as well. The environment allows users to feel ‘stress-free’ and sometimes
The designers reflected: ‘forget about the problems.’ Furthermore, the setting enables the users
to experience more ‘power’ with more ‘meaningful choices’ and the
The first step should be quite easy, and you want to do more of it…. Let
‘autonomy’ to choose.
them do something that's easy, fun. Don't bother them with complexity in
the beginning. Just lure them in. So that's for a first step. This is really important because we have already seen how gamification,
(D5) how, when you're interested in something and you're playing something,

5
N.J. Thomas et al. Technological Forecasting & Social Change 193 (2023) 122544

you kind of forget about the problems, the troubles that real life has… where I think the gold lies and we haven't gone that far yet. It's my
When you're trying to put game design elements on it, you are trying to thinking.
bring more interactivity or power to the person [user]. (D12)
(D7)
However, one of the designers pointed out that this power is just 4.9. Theme 9: connect to reality
something experienced by users, but that in reality, users could be
controlled by the gamified setting, which is the negative side of gami­ Most designers identified the creation of a “connection” to the
fication that should be avoided. gamified environment or the possibility of connecting to that different
“reality” as a feature of gamification, which may not occur in traditional,
You know, sometimes we give them [the] impression, that they're having
non-gamified settings. They stated that this feeling of “real” happens due
power, but we're actually controlling them to [do] certain things. And
to the “engaging” nature and “interactivity” of the gamified setting. One
that's the evil side of gamification that we want to avoid.
participant highlighted the “genuine engagement” and “genuine quality
(D7)
interaction” during the gamified activities. Participants also said that
users may not feel isolated in the setting, and that users can “relate” to
4.8. Theme 8: construct an alternate world the experience as “real scenarios” due to the “scaffolding” created in the
gamified setting. The designers reflected:
One interesting finding from this study is that most designers stated
There's a sense of being presented with something where you matter…
that the gamified setting imparts a sense of a different world. The users
again, I'm [talking] where it's a good gamification experience. Yeah, so
experience a “different” world from the “day to day world,” and they feel
there's the sense of ‘this makes sense’ for me…like the connection with you
immersed in a “storyline” that creates an alternate “universe.” This new
as a person …as a human is extremely important… Yeah, so the trick is
world provides a stress-free environment with options for testing and
that you need to build… this is why I called [it a] universe, you need to
failing and making new discoveries. The participants reflected:
build the scaffolding around the experience, the one that was using it, that
The gamified experience presents us with something we can immerse makes it just meaningful enough for you, for some degree of time, suspend
ourselves in. This might be stories, characters, you know, the sense of the fact that [it] is not real.
being there. And this is very much connected to what VR experiences or (D4)
AR experiences does really well. It gives us this sense of being to the point
Whatever he's doing on the system or interacting with the games some­
that we will lean against a wall that's not there and kind of fall, right. This
where down at the back of his head, is he able to tell himself that…you
is because the gamified experience, will allow us to basically have the
know… what I have seen… this thing happening at my work and when
sense of universe around us.
something like this happens at my work…the moment he actually does
(D4)
that connection your learning games actually [work] best…the moment
Yeah. So when I say universe, I think it's I just recently did something. So, he makes a connection like that he's definitely going to leave a comment
in a lack of better word, the immersion part of it is, is the positive saying that… you know what… this is something that has happened… I
experience. only use this in my team…next thing …you know… I found it really
(D4) relatable.
(D2)
Yes, it could be fun to be transported to a different universe and play
there. It might be fun. It's simply a way to connect with the environment that you wouldn't have
(D12) otherwise.
(D-17)
Some designers expressed that this alternate world is a “game-like”
or playful world, whereas a few pointed out that the game-like aspect is Try to get attention… like engagement… but a genuine engagement, not
optional: just oh, I have to do this. People are looking for something like genuine
quality interaction.
We are making it feel more enjoyable… you lock or unlock different levels
(D-16)
and move forward. This is actually creating a game kind of feeling for this
generation which makes them feels involved in the whole exercise.
(D10) 4.10. Theme 10: provide fun
It should be engaging, it should be fun in a way, it should feel game-like,
and whatever they experience if it's story-driven or a lot of frustration. One key aspect of gamification identified by the designers is that it
That depends on the design. I think it should not cross the boundaries of presents a fun or entertaining experience. They stated that users will
the definition of gamification. experience a gamified platform as “nice” and “entertaining,” such that it
(D5) motivates and keeps them engaged ‘longer.’ Fun as a component has
been pointed out by previous researches as well (Hamari et al., 2014; Liu
As illustrated above, a few designers noted that users move through et al., 2017). The participants said:
different game elements, become involved in the “game-like situation,”
and feel an enjoyable experience. However, as shown below, a few So I guess this is the crux or the core of experience from that we derive all
others maintained that even though the game-like aspect is popular, it is these things like how can we entertain them, how can motivate them…we
optional, and they advocated for gamification beyond games to unleash make this crucial. I think [that] is the core part of it.
the full potential of the technique. One noted: (D1)

Whatever I have seen the most popular ones on the market [gamification There is one element of your gamification process, which would give you a
solutions] are almost like a game, but it doesn't have to be. So I think we positive experience. When I say positive experience … [it] includes your
need to study more behavior science than just study games. We need to fun, play, it includes other part[s] of it.
study games and then we need to go back and connect them with what (D2)
people are studying in behavior science, and then tap into those. And that's In that case, the goal would be to make the experience more fun, so that
you don't feel tired in your brain… you don't feel bored.

6
N.J. Thomas et al. Technological Forecasting & Social Change 193 (2023) 122544

(D12) level thematic structure for better conceptual clarity and practical uti­
lization. Therefore, we mapped the identified themes into four over­
They already are entertained, and they have a lot of features within the
arching categories: nudge experience, flow experience, alternate reality
game that keep them longer.
experience, and hedonic experience, as depicted in Fig. 1. While the
(D9)
themes represent various experiences the designers aim to create, the
overarching categories represent the experience that can emerg among
the users due to those. The following section explains each overarching
4.11. Theme 11: ensure happiness
category in detail. Table 4 summarizes the themes, overarching cate­
gories, representative empirical examples from the extracts, and its
A similar aspect of the gamified experience identified by the de­
theoretical mapping.
signers is happiness or enjoyment. Designers said that a gamified setting
allows users to feel “satisfaction”, “happiness”, or even sometimes
“excitement.” They pointed out that gamification aims to make the ac­ 5.1. Nudge experience
tivity ‘enjoyable,’ such that the users feel like coming back. Previous
research has identified enjoyment, satisfaction, and happiness as part of Nudges, by definition, are “any aspects of the choice architecture
the gameful experience (Hamari et al., 2014; Liu et al., 2017). The that alters people's behavior in a predictable way without forbidding any
participants noted: options or significantly changing their economic incentives” (Thaler and
Sunstein, 2008: 6). As mentioned in the introduction, gamification is the
I think in the end, it should be an enjoyable experience and be something use of game design elements (Deterding et al., 2011: 3) or affordances
that they look forward to doing…We want to make sure that they are (Huotari and Hamari, 2017: 25) for creating gameful experiences.
interested in opening it back up to continue the training…So the experi­ Hence, gamification should create a nudge experience for users. Three of
ence should be positive. It should be something they look forward to. It's the themes identified in the data, Theme 1: Trigger Interest, Theme 2:
something they should enjoy… so enjoyable experience…non-boring Reward Behavior, and Theme 3: Elicit Uncertainty and Curiosity can be
experience. directly mapped to the nudging aspect of gamification. The experience
(D6) generated due to nudging users' behavior could be considered a Nudge
We make important things more enjoyable…So that kind of talks about Experience or Nudging Experience. It is notable that researchers have
the consequences of what we do so often experience. So if it's well design also pointed out the role of gamification in nudging users (Krath et al.,
[ed] and everything, then you take something that's very important, like 2021; Wünderlich et al., 2020).
doing [paying] your taxes and we make it enjoyable. That's, that's one of
the things we do. 5.2. Flow experience
(D14)
I want to please them… So I want to make them feel more comfortable, The concept of flow experience was developed by Mihaly Csiks­
happy, you know, satisfied, etc. I'm trying to create like an experience. zentmihalyi (1990). According to him, feeling a sense of exhilaration or
(D-15) a deep sense of enjoyment can be considered an optimal experience
(Csikszentmihalyi, 1990). Through his studies, he has identified the four
flow conditions, which are as follows: (i) clear goals, (ii) immediate
5. Discussion: overarching categories feedback, (iii) skill-challenge match, and (iv) the possibility of control
(Csikszentmihalyi, 1990, 2014; Hamari and Koivisto, 2014). Four of the
While the preceding eleven themes represent the various compo­ themes identified in the data can be mapped to the four conditions for
nents of the gameful experience that emerged inductively from the data, flow. Specifically, (i) Theme 4: Clarify Goal addresses the need for clear
they can be further mapped into four overarching categories using a goals; (ii) Theme 5: Highlight Progress discusses the immediate feedback
deductive approach. The objective is to map the experience to a higher- in a gamified context; (iii) Theme 6: Progressively Challenge refers to

Fig. 1. Gameful experience: the themes & overarching categories.

7
N.J. Thomas et al. Technological Forecasting & Social Change 193 (2023) 122544

Table 4 Table 4 (continued )


Gameful experience: nudge, flow, alternate reality & hedonic experience. Overarching Theme Empirical examples Mapping to literature
Overarching Theme Empirical examples Mapping to literature category (representative
category (representative extract)
extract)
This might be stories, pervasive games
Nudge 1: Trigger There will always be Creating arousal (Liu characters, you know, research.
experience interest some kind of trigger et al., 2017), Inducing the sense of being
and action and then ‘activation’ (Eppmann there. (D4)
some sort of reward, et al., 2018). 9: Connect to There's a sense of Connecting to reality
and then another reality being presented with is seen as essential
trigger. Again, this is something where you aspect of simulations
very important matter… again, I'm and immersive
depending on taking where it's a environments (Rubio-
whatever you have good gamification Tamayo et al., 2017).
designed. (D5) experience. Yeah, so
2: Reward At the end of it, Achievement (Huotari there's the sense of
behavior because there is and Hamari, 2017; Liu ‘this makes sense’ for
reward attached, I et al., 2017) me…like the
believe it is very Accomplishment ( connection with you
satisfying for them. Högberg et al., 2019). as a person …as a
First of all, they will human is extremely
put their best effort… important (D4)
at least from what we Hedonic 10: Provide fun So I guess this is the Fun (Hamari et al.,
have been seen… experience crux or the core of 2014; Liu et al., 2017)
because there are experience from that
clearly rewards we derive all these
available and things like how can we
milestones attached. entertain them, how
(D10) can motivate them…
3: Elicit Can I experience it in a Suspense (Huotari and we make this crucial. I
uncertainty & different way? That's Hamari, 2017) think is the core part
curiosity when the uncertainty Uncertainty (Leclercq of it. (D1)
of gamification et al., 2020) 11: Ensure It should be something Enjoyment,
principle steps in, happiness they look forward to. satisfaction, and
that's when people It's something they happiness (Hamari
start actually playing should enjoy… so et al., 2014; Liu et al.,
around with your enjoyable 2017).
gamification experience…non
mechanics. (D2) boring experience.
Flow 4: Clarify goal So basically, I usually Goal as an essential (D6)
experience create something aspect (Landers et al.,
where at the end of it, 2019)
there's like a clear the right amount of challenge, or the skill-challenge match; and finally,
goal…clear rule for all (iv) Theme 7: Emulate Safety and Control describes an environment free
facilitators and
of the fear of failure, as expected in the possibility of control. The
everyone who's
running it. (D4) existing literature also points out the presence of flow experience in a
5: Highlight As soon as possible, I Timely feedback or gamified setting (Hamari and Koivisto, 2014; Krath et al., 2021; Özhan
progress want to people drawn performance and Kocadere, 2020; Thomas and Baral, 2023).
into the game or information (Cardador
gamification and et al., 2017)
that's by getting into
5.3. Alternate reality experience
small actions…
immediately have An interesting observation from the current study is the capacity of
feedback… short gamification to create an alternate reality. An alternate reality experi­
feedback loops, that
ence commonly refers to “the experience felt by refining the meaning of
are engaging
6: I know what how to Challenge as an real space by incorporating virtuality” (Ishizawa et al., 2018: 21331), an
Progressively actually challenge my essential component ( incorporation typically obtained using the five senses. However, within
challenge audience, I know at Högberg et al., 2019) the context of gamification, the alternate reality could refer to shifting
what level I need to and connecting at the cognitive and affective levels, as represented by
challenge my
audience, that is very
Theme 8: Construct an Alternate World and Theme 9: Connect to Re­
important. (D2) ality. The creation of an alternate world or spatial expansion is an
7: Emulate So it gives them sort of Existing research is exciting aspect of gaming in alternate reality games (ARG), especially in
safety & a safe place to be more mostly silent about the pervasive games research (Montola et al., 2009). Similarly, connecting
control playful, because you safe space and control
to reality is a noteworthy characteristic of simulations and immersive
are more playful, provided by
you're allowed to say gamification environments (Rubio-Tamayo et al., 2017). Thus, we could say, gami­
things that maybe in a fication brings the unique opportunity of creating an alternate world in
different social non-game contexts and connects users into that new reality. Further­
context, you wouldn't more, the alternate reality experience could be related to the concept of
be allowed to. (D12)
Alternate 8: Construct an The gamified This idea of Spatial
the magic circle, or the fictional reality created within the boundaries of
reality alternate world experience presents us expansion (Montola a game (Harviainen, 2012) or gamified setting (Dymek, 2018) that
experience with something we can et al., 2009) is a focus creates space for new possibilities of performance (Kawitzky, 2020).
immerse ourselves in. of discussions in

8
N.J. Thomas et al. Technological Forecasting & Social Change 193 (2023) 122544

5.4. Hedonic experience gamification designers' insights on gameful experience. This consolida­
tion of the designers' perspectives on gameful experience offers an
Most designers considered the hedonic experience as one of the overall framework outlining the various categories of experiences and
essential aspects of the gameful experience. They described the gamified illustrating how they are manifested. This study has multiple theoretical
platform as delivering various shades of positive experiences to users, implications. First, various experiences associated with gamification
such as fun, entertainment, happiness, excitement, and satisfaction. have been identified and classified into four specific categories. Second,
Thus, Theme 10: Provide Fun and Theme 11: Ensure Happiness can be the study highlights the importance of focusing on the outcome rather
mapped as part of the hedonic experience. The presence of hedonic than the process by identifying different aspects of gameful experience
experience in gamification is obvious and has previously been identified and illustrating that gamification can extend beyond the straightforward
in the literature (Koivisto and Hamari, 2019; Liu et al., 2017). use of game elements. Third, the identified aspects of the gameful ex­
Note that some of the themes could be cross-mapped within the periences are clarified by mapping them to established constructs, which
overarching category structure. Hence, the themes are not mutually may encourage future research that could extend the meaning or scope
exclusive. For instance, the idea of a safe space could be mapped as part of gamification. Thus, the study contributes to the theory-building of the
of the alternate reality experience. Yet we have mapped it to the flow gameful experience construct that may prompt future research on
experience, as it could be argued that a safe space is not essential for gamification. Finally, the results of this study could eventually be used
experiencing an alternate reality, but is essential to experiencing flow. to create a scale for assessing a gameful experience.
Additionally, it provides initial evidence on how gamification de­
5.5. Gamification towards positive psychology and the metaverse signers take inputs from the metaverse concept and positive psychology
domains, thus indicating that the construct of gamification is getting
One interesting observation from the current study is the initial ev­ more rooted in posting psychology and might be moving more towards
idence it provides on how gamification is integrating the concepts of the metaverse. In other words, gamification, which has predominantly a
positive psychology and the idea of the metaverse. The alternate reality concept built on games, extends its base to positive psychology and the
experience or the extended reality experience comes under the broad metaverse. Though various studies already show the presence of positive
concept of the exponentially growing metaverse concept. The term psychological constructs emerging in gamified settings, this evidence
metaverse refers to virtual reality environments that allow users to illustrates that designers intentionally focus on these constructs while
participate in an extended world (Davis et al., 2009; Shin, 2022). In the implementing gamification.
metaverse, users interact with each other using their avatars for work Similarly, this study has several practical applications. The study
and fun (Davis et al., 2009; Shin, 2022). Thus, it creates a virtual identified the experiences that gamification designers believe should be
extension of the physical world and uses the metaphor of the actual included in a gamified setting. Thus it contributes to the practice by
world without its physical limits (Davis et al., 2009; Shin, 2022). Ac­ offering a framework for gameful experiences to understand the mech­
cording to the leading technology research firm Gartner (2022), by anism of gamification. The framework gives directions for using gami­
2026, 25 % of people will spend 1 h each day in the metaverse for work, fication by providing inputs on creating each of the experiences in a
education, and/or leisure. While the idea of a metaverse includes gamified platform. For instance, while designing a gamified application
various aspects, such as hardware and networking (Hollensen et al., for creating a nudge experience, practitioners can use the framework
2022), gamification is influenced by its immersive experience (Davis (Fig. 1) to get designers' insights on the ‘nudge experience’ that narrates
et al., 2009). how that experience emerges. The framework and its narration would
Similarly, the concept of flow belongs to the domain of positive explain how they could introduce, for example, instigate curiosity or
psychology. Positive psychology is a relatively new branch of psychol­ provide rewards for a ‘nudge experience.’ The narration further explains
ogy that aims to broaden the scope of psychology (Khazaei et al., 2017; the thrill of unpredictability (Theme 3) that creates curiosity and that a
Seligman and Csikszentmihalyi, 2000) to increase the well-being of in­ reward will get reinforced subconsciously (Theme 2). Similarly, if they aim
dividuals by encouraging positive thoughts, positive emotions, and to create a flow experience instead of a nudge, they could refer to the
positive behavior (Khazaei et al., 2017; Seligman and Csikszentmihalyi, framework to gain designers' inputs on the ‘flow experience’ that nar­
2000). Even though the definitions of gamification or gameful experi­ rates how flow emerges. The framework would further explain how they
ences have not explicitly stated the use of positive psychology could give progressive challenges or highlight the participants' progress
(Deterding et al., 2011; Huotari and Hamari, 2017), it has been a part of to create flow.
the gamification discussions (Hamari and Koivisto, 2014; Krath et al., Furthermore, if a specific category of experience is missing in an
2021; Morschheuser and Hamari, 2019). Similarly, positive psychology already existing gamified platform, practitioners can refer to the
scholars have considered gamification to use behavioral psychology framework to find ways to bring that experience. More importantly, by
principles and is highly relevant to positivity (Luthans and Youssef- looking into the framework, they could refine and enrich the gameful
Morgan, 2017). While the current evidence suggests the presence of experience of their platform by understanding which kinds of experi­
flow, various other principles also might be used knowingly or un­ ences are missing their platform, as the framework is more or less a
knowingly during gamification. universal sample of what gamification designers might try to create
While gamification is inherently about using game elements, the when they are creating the gameful experience. Thus, the framework
gamification affordances and design principles used by the gamification could be used as a checklist to evaluate the user experience on various
designers seem to have been influenced by positive psychology and the gamification platforms. Also, the paper urges practitioners to use prin­
metaverse. Thus, it indicates that gamification has grown beyond the ciples of positive psychology and the metaverse for a better and
idea of games among practitioners, and gamification may eventually enhanced gameful experience in the future. These inputs on the gameful
become more rooted in positive psychology theories and a part of the experience provide practitioners insights to understand and examine the
metaverse concept. experiences created in the gamified settings and also help them strate­
gize and organize more robust gamified systems for an enriched expe­
6. Implications and conclusion rience and extended realities (XR).
However, the study has various limitations as well. One major lim­
While there are research studies that qualitatively examine the users' itation is that the study only included gamification researchers who had
perspective of game elements (Aldemir et al., 2018) and studies that profiles on LinkedIn. Even though LinkedIn is the most popular social
examine the game elements in depth (Wang et al., 2022), according to media site for professional activities, it is still possible that many good
the best of our knowledge this is the first study that collects the gamification designers may not have accounts there. Those designers

9
N.J. Thomas et al. Technological Forecasting & Social Change 193 (2023) 122544

and other people who were not interviewed might have envisioned more Creswell, J.W., 2013. Research design: qualitative, quantitative, and mixed methods
approaches. In: Research design Qualitative quantitative and mixed methods
or different aspects of the gamification process.
approaches. https://doi.org/10.1007/s13398-014-0173-7.2.
While collecting perspectives from experienced gamification de­ Csikszentmihalyi, M., 1990. Flow. In: The Psychology of Optimal Experience. Harper &
signers from different parts of the world was intentional to gain an Row.
overall perspective on gameful experience, this heterogeneity in the Csikszentmihalyi, M., 2014. Applications of Flow in Human Development and Education
[electronic resource] : The Collected Works of Mihaly Csikszentmihalyi / by Mihaly
sample did not allow for specific country-level analysis regarding the Csikszentmihalyi. Springer eBooks.
phenomenon of gameful experience. Future studies could explore more Davis, A., Murphy, J., Owens, D., Khazanchi, D., Zigurs, I., 2009. Avatars, people, and
insights from designers from specific subsets, such as different virtual worlds: foundations for research in metaverses. J. Assoc. Inf. Syst. 10 (2),
90–117. https://doi.org/10.17705/1jais.00183.
geographic locations and different cultural orientations, to gain more Deterding, S., 2015. The lens of intrinsic skill atoms: a method for gameful design.
insights about how gameful experience may or may not be culturally Human-Computer Interaction 30 (3–4), 294–335. https://doi.org/10.1080/
laden. Such data from various subgroups and countries may give 07370024.2014.993471.
Deterding, S., Dixon, D., Khaled, R., Nacke, L., 2011. From game design elements to
context-specific and culture-specific insights regarding design, imple­ gamefulness. In: Proceedings of the 15th International Academic MindTrek
mentation, and outcomes related to gamification. Thus, the current Conference on Envisioning Future Media Environments - MindTrek ’11, Finland,
studies call for multiple future studies from various parts of the world pp. 9–11. https://doi.org/10.1145/2181037.2181040.
Dymek, M., 2018. Expanding the magic circle – gamification as a marketplace icon.
and different facets of life. Consum. Mark. Cult. 21 (6), 590–602. https://doi.org/10.1080/
While the current study aims to investigate how designers envision 10253866.2017.1361153.
gameful experience, future studies could explore how various individual Edmondson, A., McManus, S., 2005. In: A Note on Methodological Fit in Management
Field Research. Harvard Business School Publishing, pp. 1–27. http://faculty.cbu.
users experience them. This research stream could focus on multiple sub-
ca/amolloy/mba603/MBA603_files/hbs.pdf.
contexts where gamification is implemented, as each setting may create Eppmann, R., Bekk, M., Klein, K., 2018. Gameful experience in gamification:
different types of experiences. Furthermore, the researchers could construction and validation of a gameful experience scale [GAMEX]. J. Interact.
examine the context-specific relevance of gameful experiences. Among Mark. 43, 98–115. https://doi.org/10.1016/j.intmar.2018.03.002.
Feng, Y., Yi, Z., Yang, C., Chen, R., Feng, Y., 2022. How do gamification mechanics drive
the four types of experiences identified in the current research, there solvers’ knowledge contribution? A study of collaborative knowledge
may be variations in the need or intensity of these experiences in various crowdsourcing. Technol. Forecast. Soc. Chang. 177 https://doi.org/10.1016/j.
contexts. techfore.2022.121520.
Forbes, 2022. Gamification Versus Game-Based Learning: What Suits Your Business?
In summary, the aim of this study was to clarify the concept of Forbes. https://www.forbes.com/sites/forbestechcouncil/2022/02/18/gamificat
gameful experience using insights from experienced gamification de­ ion-versus-game-based-learning-what-suits-your-business/?sh=69f5523835b3.
signers. As indicated previously, gamification plays a significant role in Forbes, 2023. Consumer Product Top Trends 2023: Digital Drives Resilience. Forbes.
https://www.forbes.com/sites/sap/2023/02/28/cp-brands-top-trends-2023-digital-
different facets of life and has the potential to contribute to the creation drives-resilience/?sh=24f534bc1876.
of a better world through engagement and enjoyment at work and life, Fox, W.S., Denzin, N.K., 1979. The research act: a theoretical introduction to sociological
especially in the new era of the metaverse. As eliciting a gameful methods. Contemp. Sociol. 8 (5) https://doi.org/10.2307/2065439.
Gartner, 2017. Hype Cycle Education. https://www.gartner.com/doc/3769145/hype-cy
experience is the essence of gamification, insights on the concept of cle-education-.
gameful experience are of great value. This study could also represent a Gartner, 2022. Top 10 Strategic Predictions for 2022 and Beyond. Gartner. https://www.
quintessential step towards conceptualizing and measuring gameful­ gartner.com/en/articles/you-ll-be-breaking-up-with-bad-customers-and-9-other-pr
edictions-for-2022-and-beyond.
ness, enhancing the practicality of gamification and furthering the
Gray, L.M., Wong-Wylie, G., Rempel, G.R., Cook, K., 2020. Expanding qualitative
research in this domain. research interviewing strategies: zoom video communications. Qual. Rep. 25 (5),
1292–1301.
CRediT authorship contribution statement Grijalvo, M., Segura, A., Núñez, Y., 2022. Computer-based business games in higher
education: a proposal of a gamified learning framework. Technol. Forecast. Soc.
Chang. 178 https://doi.org/10.1016/j.techfore.2022.121597.
Nibu John Thomas: Conceptualization, Data curation, Investiga­ Hamari, J., 2019. Gamification. In: The Blackwell Encyclopedia of Sociology. John Wiley
tion, Formal analysis, Methodology, Project administration, Software, & Sons, Ltd., pp. 1–3. https://doi.org/10.1002/9781405165518.wbeos1321
Hamari, J., Koivisto, J., 2014. Measuring flow in gamification: dispositional flow Scale-2.
Visualization, Writing – original draft. Rupashree Baral: Funding Comput. Hum. Behav. 40, 133–143. https://doi.org/10.1016/j.chb.2014.07.048.
acquisition, Methodology, Project administration, Resources, Writing – Hamari, J., Koivisto, J., Sarsa, H., 2014. Does gamification work? - A literature review of
review & editing. Oliver S. Crocco: Methodology, Validation, Writing – empirical studies on gamification. In: Proceedings of the Annual Hawaii
International Conference on System Sciences, pp. 3025–3034. https://doi.org/
review & editing. Swathi Mohanan: Data curation, Software, Investi­ 10.1109/HICSS.2014.377.
gation, Formal analysis. Harviainen, J.T., 2012. Ritualistic games, boundary control, and information
uncertainty. Simul. Gaming 43 (4). https://doi.org/10.1177/1046878111435395.
Högberg, J., Hamari, J., Wästlund, E., 2019. Gameful experience questionnaire
Data availability (GAMEFULQUEST): an instrument for measuring the perceived gamefulness of
system use. User Model. User-Adap. Inter. https://doi.org/10.1007/s11257-019-
The data that has been used is confidential. 09223-w.
Hollensen, S., Kotler, P., Opresnik, M.O., 2022. Metaverse–the new marketing universe.
J. Bus. Strateg. (ahead-of-print).
References Huotari, K., Hamari, J., 2012. Defining gamification - A service marketing perspective.
In: Proceedings of the 16th International Academic MindTrek Conference 2012:
Aldemir, T., Celik, B., Kaplan, G., 2018. A qualitative investigation of student perceptions “Envisioning Future Media Environments”. MindTrek 2012. https://doi.org/
of game elements in a gamified course. Comput. Hum. Behav. 78, 235–254. https:// 10.1145/2393132.2393137.
doi.org/10.1016/j.chb.2017.10.001. Huotari, K., Hamari, J., 2017. A definition for gamification: anchoring gamification in
Beatson, N., Gabriel, C.A., Howell, A., Scott, S., van der Meer, J., Wood, L.C., 2020. Just the service marketing literature. Electron. Mark. 27 (1), 21–31. https://doi.org/
opt in: how choosing to engage with technology impacts business students’ academic 10.1007/s12525-015-0212-z.
performance. Journal of Accounting Education 50, 100641. https://doi.org/ Huotari, K., Hamari, J., 2011. Gamification from the perspective of service marketing. In:
10.1016/j.jaccedu.2019.100641. Proceeding of the 16th International Academic MindTrek Conference on - MindTrek
Behl, A., Jayawardena, N., Pereira, V., Islam, N., Giudice, M.Del, Choudrie, J., 2022. ’12, p. 17. https://doi.org/10.1145/2393132.2393137.
Gamification and e-learning for young learners: a systematic literature review, Ishizawa, F., Sakamoto, M., Nakajima, T., 2018. Extracting intermediate-level design
bibliometric analysis, and future research agenda. Technol. Forecast. Soc. Chang. knowledge for speculating digital–physical hybrid alternate reality experiences.
176 https://doi.org/10.1016/j.techfore.2021.121445. Multimed. Tools Appl. 77 (16) https://doi.org/10.1007/s11042-017-5595-8.
Braun, V., Clarke, V., 2006. Using thematic analysis in psychology. Qual. Res. Psychol. 3 Kara, O., 2015. Future mars mission demonstrationwith gamification and
(2) https://doi.org/10.1191/1478088706qp063oa. socioeconomictraits: nextgenerationworkforce development and self-knowledge
Cardador, M.T., Northcraft, G.B., Whicker, J., 2017. A theory of work gamification: management. In: AIAA SPACE 2015 Conference and Exposition. https://doi.org/
something old, something new, something borrowed, something cool? Hum. Resour. 10.2514/6.2015-4652.
Manag. Rev. 27 (2), 353–365. https://doi.org/10.1016/j.hrmr.2016.09.014. Kawitzky, F.R., 2020. Magic circles: tabletop role-playing games as queer utopian
method. Perform. Res. 25 (8) https://doi.org/10.1080/13528165.2020.1930786.

10
N.J. Thomas et al. Technological Forecasting & Social Change 193 (2023) 122544

Khazaei, F., Khazaei, O., Ghanbari-H, B., 2017. Positive psychology interventions for Thaler, R.H., Sunstein, C.R., 2008. Nudge: improving decisions about health, wealth, and
internet addiction treatment. Computers in Human Behavior 72, 304–311. https:// happiness. In: Nudge: Improving Decisions about Health, Wealth, and Happiness.
doi.org/10.1016/j.chb.2017.02.065. https://doi.org/10.1016/s1477-3880(15)30073-6.
Koivisto, J., Hamari, J., 2019. The rise of motivational information systems: a review of Thomas, N.J., Baral, R., Crocco, O.S., 2022. Gamification for HRD: systematic review and
gamification research. Int. J. Inf. Manag. 45, 191–210. https://doi.org/10.1016/j. future research directions. Hum. Resour. Dev. Rev. 15344843221074859 https://
ijinfomgt.2018.10.013. doi.org/10.1177/15344843221074859.
Krath, J., Schürmann, L., von Korflesch, H.F.O., 2021. Revealing the theoretical basis of Thomas, N.J., Baral, R., 2023. Mechanism of gamification: role of flow in the behavioral
gamification: a systematic review and analysis of theory in research on gamification, and emotional pathways of engagement in management education. Int. J. Manag.
serious games and game-based learning. Comput. Hum. Behav. 125, 106963 https:// Educ. 21 (1), 100718 https://doi.org/10.1016/j.ijme.2022.100718.
doi.org/10.1016/J.CHB.2021.106963. Thomas, N.J., Hamari, J., Baral, R., Sukumar, H., 2021. What is gameful experience?
Landers, R.N., Auer, E.M., Collmus, A.B., Armstrong, M.B., 2018. Gamification science, Towards a conceptual definition. Academy of Management Proceedings 2021 (1),
its history and future: definitions and a research agenda. Simul. Gaming 49 (3), 14337. https://doi.org/10.5465/AMBPP.2021.14337abstract.
315–337. https://doi.org/10.1177/1046878118774385. Trends, G., 2022. Interest over time. https://trends.google.com/trends/explore?date=a
Landers, R.N., Tondello, G.F., Kappen, D.L., Collmus, A.B., Mekler, E.D., Nacke, L.E., ll&q=Gamification.
2019. Defining gameful experience as a psychological state caused by gameplay: Turner III, D.W., 2010. Qualitative interview design: a practical guide for novice
replacing the term ‘Gamefulness’ with three distinct constructs. Int. J. Hum. Comput. investigators. Qual. Rep. 15 (3), 754.
Stud. 127 (October 2017), 81–94. https://doi.org/10.1016/j.ijhcs.2018.08.003. Waldispühl, J., Szantner, A., Knight, R., Caisse, S., Pitchford, R., 2020. Leveling up
Leclercq, T., Poncin, I., Hammedi, W., 2020. Opening the black box of gameful citizen science. Nature Biotechnology 38 (10), 1124–1126. https://doi.org/
experience: implications for gamification process design. J. Retail. Consum. Serv. 52, 10.1038/s41587-020-0694-x, 2020 38:10.
101882 https://doi.org/10.1016/j.jretconser.2019.07.007. Wünderlich, N.V., Gustafsson, A., Hamari, J., Parvinen, P., Haff, A., 2020. The great
Liu, D., Santhanam, R., Webster, J., 2017. Toward meaningful engagement: a framework game of business: advancing knowledge on gamification in business contexts. In.
for design and research of gamified information systems. MIS Q. 41 (4), 1011–1034. J. Bus. Res. 106 https://doi.org/10.1016/j.jbusres.2019.10.062.
https://doi.org/10.1007/s13398-014-0173-7.2. Wang, Y.F., Hsu, Y.F., Fang, K., 2022. The key elements of gamification in corporate
Luthans, F., Youssef-Morgan, C.M., 2017. Psychological capital: an evidence-based training – The Delphi method. Entertainment Computing 40 (October 2021),
positive approach. Annu. Rev. Organ. Psych. Organ. Behav. 4 (1), 339–366. https:// 100463. https://doi.org/10.1016/j.entcom.2021.100463.
doi.org/10.1146/annurev-orgpsych-032516-113324. Werbach, K., 2014. (Re) defining gamification: A process approach. In: Persuasive
Malterud, K., Siersma, V.D., Guassora, A.D., 2016. Sample size in qualitative interview Technology: 9th International Conference, PERSUASIVE 2014, Padua, Italy, May 21-
studies: guided by information power. Qual. Health Res. 26 (13) https://doi.org/ 23, 2014. Proceedings 9. Springer International Publishing, pp. 266–272.
10.1177/1049732315617444. Yadav, R., Giri, A., Chatterjee, S., 2022. Understanding the users’ motivation and barriers
McGonigal, J., 2011. Reality is broken: Why games make us better and how they can in adopting healthcare apps: a mixed-method approach using behavioral reasoning
change the world. Penguin. theory. Technol. Forecast. Soc. Chang. 183, 121932 https://doi.org/10.1016/J.
McGonigal, J., 2015. Position Statement: I‟m Not Playful, I‟m Gameful. In: The Gameful TECHFORE.2022.121932.
World. The MIT Press. https://doi.org/10.7551/mitpress/9788.003.0045. Yang, H., Li, D., 2021. Health management gamification: understanding the effects of
McNamara, C., 2009. General guidelines for conducting interviews. Retrieved November goal difficulty, achievement incentives, and social networks on performance.
11, 2021, from. http://managementhelp.org/evaluatn/intrview.htm. Technol. Forecast. Soc. Chang. 169 https://doi.org/10.1016/j.
Morschheuser, B., Hamari, J., 2019. The gamification of work: lessons from techfore.2021.120839.
crowdsourcing. J. Manag. Inq. 28 (2), 145–148. https://doi.org/10.1177/
1056492618790921.
Nibu John Thomas is a PhD from the Indian Institute of Technology Madras. He works in
Montola, M., Stenros, J., Waern, A., 2009. Pervasive Games: Theory and Design. CRC
the domains of Human-Computer Interaction, Positive Psychology, Organizational
Press.
Behavior, and Human Resource Development. His research interests include Gamification,
Özhan, Ş.Ç., Kocadere, S.A., 2020. The effects of flow, emotional engagement, and
Metaverse, Gameful Experience, and Learning. He also received the Academy of Man­
motivation on success in a gamified online learning environment. J. Educ. Comput.
agement (AoM) Award at the annual meeting in Washington in 2022.
Res. 57 (8), 2006–2031. https://doi.org/10.1177/0735633118823159.
Peng, C., Cao, L., Timalsena, S., 2017. Gamification of apollo lunar exploration missions
for learning engagement. Entertain. Comput. https://doi.org/10.1016/j. Rupashree Baral is an Associate Professor at the Department of Management Studies,
entcom.2016.12.001. Indian Institute of Technology Madras (IIT Madras). Her research interests are in the areas
Poncin, I., Garnier, M., Ben Mimoun, M.S., Leclercq, T., 2017. Smart technologies and of Technology and Human Interface, Work-Life Balance, Women in Management and
shopping experience: are gamification interfaces effective? The case of the Entrepreneurship, Employer Branding, Corporate Social and Environmental Re­
smartstore. Technol. Forecast. Soc. Chang. 124, 320–331. https://doi.org/10.1016/ sponsibility, Knowledge Sharing, and Hiding Behavior.
j.techfore.2017.01.025.
Rubio-Tamayo, J.L., Gertrudix Barrio, M., García García, F., 2017. Immersive
Oliver S. Crocco is an Assistant Professor of Leadership and Human Resource Develop­
environments and virtual reality: systematic review and advances in communication,
ment at Louisiana State University. He is also the Program Coordinator of the Learning
interaction and simulation. Multimodal Technol. Interact. 1 (4), 21. https://doi.org/
Experience Design and Innovation Bachelor of Science degree program. His research in­
10.3390/mti1040021.
terests are in HRD in Southeast Asia, learning experience design, adult development, and
Scopus, 2022. Analyze search results: Document by year. Scopus. https://www.scopus.
enhancing global mindset in university and work contexts.
com/term/analyzer.uri?sid=8baeedb82296665dd40a150452be8a70&origin=result
slist&src=s&s=TITLE-ABS-KEY%28gamification%29&sort=plf-f&sdt=b&sot
=b&sl=27&count=12613&analyzeResults=Analyze+results&txGid=566bec54a86 Swathi Mohanan is a Ph.D. candidate from the University of Calicut in the Department of
1290e118d5901dfc893c0. Commerce. She works in the domains of gamification, metaverse and innovation. Her
Seligman, M.E., Csikszentmihalyi, M., 2000. Positive psychology. An introduction. Am. research interests include creativity, immersion, and attitude. She also works as a gami­
Psychol. 55 (1) https://doi.org/10.1037/0003-066X.55.1.5. fication consultant.
Shin, D., 2022. The actualization of meta affordances: conceptualizing affordance
actualization in the metaverse games. Comput. Hum. Behav. 133 (October 2021),
107292 https://doi.org/10.1016/j.chb.2022.107292.

11

You might also like