Gamification as a moderator for the impact of intrinsic motivation: Findings from a multigroup field experiment

作者: Horst Treiblmaier , Lisa-Maria Putz

DOI: 10.1016/J.LMOT.2020.101655

关键词:

摘要: Abstract Gamification, the application of game elements (i.e., motivational affordances) in non-game contexts, has shown a promising potential to increase individuals’ intrinsic motivation and positively impact their attitudes behaviors. However, few studies exist that empirically test effectiveness gamification applications controlled experimental setting. To fill this gap, we compared results from gamified non-gamified workshops conducted with Austrian students. A total 384 individuals participated field experiment, 261 whom were subjected multitude elements, while 123 served as control group. In context, findings show stronger influence motivation, measured by enjoyment curiosity, on attitude behavioral intention, greater explanatory power model. Gamification therefore moderates exogenous variables amplifies effect motivation.

参考文章(67)
De Liu, , Xun Li, Radhika Santhanam, , , Digital Games and Beyond: What Happens When Players Compete MIS Quarterly. ,vol. 37, pp. 111- 124 ,(2013) , 10.25300/MISQ/2013/37.1.05
Juho Hamari, Jonna Koivisto, Why do people use gamification services International Journal of Information Management. ,vol. 35, pp. 419- 431 ,(2015) , 10.1016/J.IJINFOMGT.2015.04.006
Max Lederer, J. Huizinga, Homo Ludens : Versuch einer Bestimmung des Spielelementes der Kultur Books Abroad. ,vol. 22, pp. 303- ,(1948) , 10.2307/40087682
Elisa D. Mekler, Florian Brühlmann, Alexandre N. Tuch, Klaus Opwis, Towards understanding the effects of individual gamification elements on intrinsic motivation and performance Computers in Human Behavior. ,vol. 71, pp. 525- 534 ,(2017) , 10.1016/J.CHB.2015.08.048
Viswanath Venkatesh, Creation of favorable user perceptions: exploring the role of intrinsic motivation Management Information Systems Quarterly. ,vol. 23, pp. 239- 260 ,(1999) , 10.2307/249753
Steffen Roth, Dirk Schneckenberg, Chia-Wen Tsai, The Ludic Drive as Innovation Driver: Introduction to the Gamification of Innovation Creativity and Innovation Management. ,vol. 24, pp. 300- 306 ,(2015) , 10.1111/CAIM.12124
Ritu Agarwal, Elena Karahanna, Time flies when you're having fun: cognitive absorption and beliefs about information technology usage 1 Management Information Systems Quarterly. ,vol. 24, pp. 665- 694 ,(2000) , 10.2307/3250951
Julián Pando-Garcia, Iñaki Periañez-Cañadillas, Jon Charterina, Business simulation games with and without supervision: An analysis based on the TAM model Journal of Business Research. ,vol. 69, pp. 1731- 1736 ,(2016) , 10.1016/J.JBUSRES.2015.10.046