How are gameful experience dimensions associated with intrinsic and extrinsic motivation? Results from an online vignette study

Eetu Wallius, Ana Tome Klock, Juho Hamari

Research output: Chapter in Book/Report/Conference proceedingConference article in proceedingsScientificpeer-review

Abstract

bstract
Gamification is one of the leading behavioral change strategies whose central premise is to afford experiences that resemble those present in games to provide intrinsic motivation. At the same time, gamification has an underlying utilitarian purpose and therefore its use is additionally driven by expected benefits. However, while gamification designs can afford a wide range of experiences, the corpus needs studies that examine which of these experiences induce intrinsic motivation, and which are associated with extrinsic motivation related to the utilitarian outcomes. Therefore, this study deploys a vignette-based online study (n=937) to examine the relationships between gameful experience dimensions (i.e., accomplishment, challenge, social experience, immersion, competition, guided, playfulness), and intrinsic and extrinsic motivation in a case study related to social distancing during the COVID-19 pandemic. Based on the results, accomplishment, social experience, competition, and playfulness are positively associated with intrinsic motivation. Moreover, accomplishment, social experience, guided, and playfulness are positively associated with extrinsic motivation.
Original languageEnglish
Title of host publicationProceedings of the 7th International GamiFIN Conference
Pages132-143
Publication statusPublished - 31 May 2023
MoE publication typeA4 Article in a conference publication
Event7th International GamiFIN Conference 2023 - Lappland, Finland
Duration: 18 Apr 202321 Apr 2023

Publication series

SeriesCEUR Workshop Proceedings
Volume3405
ISSN1613-0073

Conference

Conference7th International GamiFIN Conference 2023
Country/TerritoryFinland
Period18/04/2321/04/23

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