posted on 2018-06-21, 15:59authored byJim Buckley, Tabea Margaret De Wille, Chris Exton, Geraldine Exton, LIAM MURRAYLIAM MURRAY
Gamification is the use of game design elements in nongame contexts and has been
shown to be effective in motivating behavior change. By seeing game elements as
“motivational affordances,” and formalizing the relationship between these elements
and motivational affordances, it is the position of this article that gamification can be
effectively applied to improve software systems across many different application
domains. The research reported here aims to formalize the relationship between
game elements and motivation, toward making gamification’s use more systematic.
The focus is on the development of a framework linking commonly occurring game
elements with the components of a psychological motivational model known as the selfdetermination
theory, coupled with a proposed framework of commonly occurring game
elements. The goal is to inform system designers who would like to leverage gamification
of the game elements they would need to employ as motivational affordances.
History
Publication
Journal of Educational Technology Systems;47 (1), pp. 101-127