motivated by quizzes and a star rating system for the
exercises.
The ‘tip of the day’, ‘days in a row badge’ and
‘comeback badge’ were rated the least positive. This
shows that the type of badges is very important and
that different badges might not have the same
motivational effects (see table 2). This should be
investigated further in future studies.
The results also show that gamification elements
have different effects on female and male
participants: Male users would feel more motivated
by points and badges (particularly ‘days in a row
badge’ and ‘comeback badge’) than female
participants.
Our study also shows that gamification has only
a small effect in short-term use compared to long-
term use. Only progress bars seem to motivate
similarly regarding temporary and long-term use.
This is promising as our application is specifically
geared at long-term usage, and gamification
elements are supposed to support continual use and
keep up participants’ motivation in spite of a
stressful working life. However, general research on
gamification should consider that short-term and
long-term effects might be quite different. Thus,
gamification might be less suitable in applications
that are typically only used for shorter periods of
time. Further studies on gamification need to take
this into account.
Interestingly, the testers’ general gaming
behaviour had no influence on the results. However,
it is known from previous studies that user
characteristics influence the effectiveness of
gamification (cf. Hamari et al., 2014). Therefore, in
our future research we will take a closer look at
different personal variables such as age and also
personality traits.
Our target group differs from the students
usually investigated within educational and learning
contexts in previous work (Hamari et al., 2014).
However, we argued that both groups share
significant similarities. Our study confirms that the
positive effects of gamification carry over to our
target group of professionals with flexible working
conditions.
Of course an important limitation of this study is
its small sample size, as it was meant as a first test
whether gamification makes sense in this context at
all. Based on these first results, a fully functional
prototype will be developed incorporating the
elements that proved successful in this test (progress
bars, activation of exercises, badges, points,
leaderboard, quizzes and star rating) to test their
long-term effects with a large set of users.
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