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Should I Play or Should I Go?: Identifying Challenges for Gamification

Should I Play or Should I Go?: Identifying Challenges for Gamification
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Author(s): Daniel Cermak-Sassenrath (IT University of Copenhagen, Denmark)
Copyright: 2022
Pages: 38
Source title: Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations
Source Author(s)/Editor(s): Oscar Bernardes (ISCAP, ISEP, Polytechnic Institute of Porto, Portugal & University of Aveiro, Portugal), Vanessa Amorim (ISCAP, Polytechnic Institute of Porto, Portugal)and António Carrizo Moreira (University of Aveiro, Portugal)
DOI: 10.4018/978-1-7998-9223-6.ch002

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Abstract

A pervasive application of gamification in many areas of everyday life has arguably yet to happen. For instance, despite much commercial interest in and a potentially huge market for successful gamification products in the areas of education and health, much of the excitement is still based on speculation, and reception in parts of the academic community remains sceptical. The chapter aims to collate observations from multiple empirical studies and meta-studies and collect and highlight issues that need to be resolved or mitigated for gamification to progress. Such issues include unclear definitions, a limitation on small sets of elements employed with unclear effects, unintentional side-effects of competition, a confusing variety of operationalizations, the erosion of intrinsic motivation through extrinsic incentives, a disconnect between theoretical understandings and practical realizations, a strong focus on a behaviorist paradigm, studies' mixed, partial, and inconclusive results, a lack of attention to moderating factors, and methodological limitations.

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