A pioneering study uncovered eleven principles that underpin gameful experiences in gamification design. The study by experts from Indian Institute of Technology Madras, Louisiana State University, and University of Calicut examined gameful experiences and how gamification designers build them.
Gamification, which is the integration of game aspects into work and learning, has garnered attention in recent years for its ability to engage and motivate people in numerous fields. Gamification produces a “gameful experience” that modifies practises and behaviour, according to the study.
— IIT Madras (@iitmadras) July 18, 2023
In order to understand the design process and results, the study team interviewed 17 professional gamification designers from around the world. These designers worked with IBM, Marsh McLennan, TCS, Octalysis Group, and Gametools.
The researchers found four key elements of gameful experiences: nudging, flow, parallel realities, and hedonism. Nudging influences behaviour by triggers, rewards, and curiosity, while flow seeks enjoyment through defined goals, feedback, and progressive challenges. Hedonic experience emphasises enjoyment, amusement, and satisfaction, while alternate reality creates immersive environments and connects users to new realities.
The study explains and categorises gamification experiences into themes, which has substantial theoretical consequences. It also emphasises the importance of gamification’s outcome rather than its approach. The findings help practitioners incorporate specific experiences into gamified settings and understand design techniques.
Prof. J. Tuomas Harviainen, an expert in information studies and interactive media, welcomed the study’s novel approach and the authors’ thorough investigation. He stressed the importance of gamification designers’ perspectives and noted the article’s value for researchers and practitioners.
The study improves gamification’s applicability and advances research in this quickly changing field. Gamification is promising a better society through improved engagement and enjoyment at work and in daily life. This study helps define and measure gamefulness, setting the framework for gamification research and adoption.