Using Gamification to Enhance User Motivation in an
Online-coaching Application for Flexible Workers
Sophie Jent and Monique Janneck
Electrical Engineering and Computer Science, University of Applied Sciences, Mönkhofer Weg 239, Luebeck, Germany
Keywords: Gamification, Motivation, User Study.
Abstract: The number of people who are solo-self-employed or experience very flexible, individualized working
conditions has grown over the last years. As a consequence, these persons need to design their own working
conditions in the sense of ‘job crafting’. We are developing an online coaching application for this target
group to convey job design skills, increase well-being, and reduce stress. To enhance user motivation
gamification elements are used in the online coach. In this paper we report on the evaluation of a prototype
of the coaching application with different gamification elements by means of a user test with the target
group. The results show that gamification has only a small effect in short-term use, but seems promising in
the long term.
1 INTRODUCTION
The number of solo-self-employed and persons with
flexible, individualized working conditions – like
project work and home office – has grown over the
last years (Lohmann and Luber, 2004; Hill et al.,
1996). This also includes people who work while
traveling (BenMoussa, 2003). While flexible
working conditions offer many benefits, such as
increased job control, individual working hours and
possibly less work-family interference (Parslow et
al., 2004; Prottas and Thompson, 2006), workers
also face the challenge to design their own
workplace in a healthy and sustainable way. This
includes planning and setting working tasks,
designing the workplace ergonomically as well as
structuring their working times, breaks, and off-time.
Furthermore, people with individualized working
conditions (working at home or outwards) often
experience less social support from colleagues and
supervisors (Sturges, 2012; Paridon and Hupke,
2009). Thus, people in this target group need
comprehensive skills for job crafting (Bakker, 2010;
Wrzesniewski and Dutton, 2001) in order to work
efficiently and stay healthy (Tims and Bakker,
2010).
As part of a larger research project on flexible
working conditions we are currently developing an
online coaching application, the so-called ‘Job-
Crafting Coach’, for people with individualized
working conditions to convey job design skills,
increase well-being and reduce stress. A main
challenge in designing this application is to keep
user motivation high, since the target group typically
experiences high workloads and long working hours.
Gamification elements are often used in a non-
gaming context in order to improve user experience
and motivation (Detering et al., 2011a). Therefore,
in this paper we investigate whether and how
gamification elements can be used in this context to
enhance learning in a target group of mostly very
busy, adult users.
The paper is structured as follows: In the next
section we give an overview of related work and
discuss gamification elements with respect to our
special target group of highly skilled, flexible
workers. Based on this, a gamified prototype of the
coaching application was developed and tested with
the target group (sections 3 and 4.1). Results are
presented and discussed in sections 4.2 and 5.
2 RELATED WORK
Following a widely-used definition, gamification is
“the use of game design elements in non-game
contexts” with the goal of increasing motivation and
user activity (Detering et al., 2011b, p. 2). During
Jent, S. and Janneck, M.
Using Gamification to Enhance User Motivation in an Online-coaching Application for Flexible Workers.
In Proceedings of the 12th International Conference on Web Information Systems and Technologies (WEBIST 2016) - Volume 2, pages 35-41
ISBN: 978-989-758-186-1
Copyright
c
2016 by SCITEPRESS – Science and Technology Publications, Lda. All rights reserved
35
the last years the use of gamification in a large
variety of applications has increased (ibid.). Hamari
et al., (2014) reviewed 24 empirical studies on
gamification and examined its effects. The elements
mostly used in these studies were points,
leaderboards, and badges. Furthermore, progress
bars (Hamari et al., 2014), content unlocking (Iosup
and Epema, 2014) and countdowns (Corriero et al.,
2014) are often utilized for gamification.
Points are a basic game component (Nah et al.,
2013). Users collect points as they make progress
with their tasks.
Leaderboards are ranking systems, in which all
users are listed according to their scores (e.g.,
points collected). Therefore, leaderboards add a
social component and invoke a sense of
competition (Kapp, 2012).
Badges are awards that users get for certain
achievements, representing success. Users are
motivated to collect further ‘trophies’ (Kumar,
2013).
Progress bars show to what extent a task is
carried out and represent positive development
(Neeli, 2012).
Content unlocking means that the player gains
access to content or functionality according to
certain rules, e.g. after prior tasks were fulfilled.
Countdowns limit the time in which tasks must
be completed, thus implementing time pressure
as a game design factor (Hsu et al., 2013).
In the 24 studies reviewed by Hamari et al. (2014),
psychological outcomes (e.g., motivation, enjoyment
and attitude) as well as behavioral outcomes (e.g.,
effectiveness of learning) were investigated. The
results show that gamification may have a positive
effect on both psychological and behavioral
variables, but this depends very much on the context
and the characteristics of the users.
Education/learning is the biggest application field
for using gamification, followed by intra-
organizational and work-related systems (Hamari et
al., 2014).
Regarding work contexts, participation and
steering behavior on a question and answer website
were influences positively by gamification
(Anderson et al., 2013; Hamari et al., 2014).
Furthermore, in a crowdsourcing project the quality
of completed tasks, task completion speed and
motivation to complete tasks were enhanced
(Eickhoff et al., 2012; Hamari et al., 2014).
Regarding education and learning mostly
students were surveyed (Denny, 2013; Cheong et al.,
2013; Dominguez et al., 2013; Zachary et al., 2011;
Halan et al., 2010). A broad range of gamification
elements was used in this context. Positive effects
reported in these studies include increased
motivation, commitment, and enjoyment of learning
tasks (Hamari et al., 2014).
Denny (2013) investigated the use of badges in
an online learning tool (including question and
answer forums). He split-randomized a class (>1000
students) into two groups. The members of the first
group were able to get badges for their activity and
contributions in the online learning tool, whereas the
members of the other group had no access to the
badge system. After four weeks the first group (with
badges) answered more questions, had used the tool
more often and enjoyed being able to collect badges.
The number of authored questions was not affected.
In another study two groups of medical students
were supposed to train their interviewing and
interpersonal skills by means of virtual patients in a
web-based application. The first group used an
application with gamification elements like
leaderboards, narratives, und countdowns, while the
second group used the same tool without these
elements. In the first group, user participation
increased (Halan et al., 2010).
3 PROTOTYPICAL
IMPLEMENTATION
In this section we present a prototype of the Job-
Crafting Coach, which incorporates several
gamification elements in order to test their
usefulness with the target group of highly skilled,
adult users.
As described in the previous section, in former
studies mostly students were the subjects to
investigate the effects of gamification in learning
contexts. Students are somewhat similar to our target
group when it comes to self-organizing one’s
learning environment (e.g. doing project work,
scheduling times for individual learning, breaks and
off-time). Therefore, we assume that gamification
elements that were successfully used in
education/learning contexts may also be suitable for
our target group. However, our coaching application
is targeted at different age groups: Presumably,
especially older persons might be less attracted to
games. Therefore, the suitability of different
gamification elements needs to be established.
The Job-Crafting Coach consists of three
sections: In the first section job crafting facts and
knowledge are presented mainly in the form of short
animated videos. In the second section,
WEBIST 2016 - 12th International Conference on Web Information Systems and Technologies
36
corresponding trainings and exercises are offered
based on a self-assessment of one’s working
situation and current challenges, strengths and
weaknesses. Sample exercises include hints on how
to design a home office or mobile workplace
ergonomically, a task planning exercise, trainings on
how to do proper networking, relaxation exercises,
and trainings focusing on a better work-life balance.
In the third section users learn to set goals and
integrate the exercises and strategies they learned
into their everyday life.
The following gamification elements were
considered:
Assignment of points and badges to users who
completed certain exercises or achieved goals
they set for themselves, respectively.
Furthermore, badges might show how often
(‘comeback badge’) or how many days in a row
(‘day in a row badge’) the user has logged in.
Using the content unlocking principle by
activating certain exercises only after the users
performed other actions.
Progress bars and a leaderboard, the latter to
stimulate competition.
Furthermore, the following elements were used to
enhance motivation:
Playful quizzes designed as single or multi-player
games to check the users’ knowledge.
A rating system (using stars) to evaluate the
exercises.
A ‘tip of the day’ to stimulate interest and
curiosity.
Countdowns were not used, as many exercises need
time and patience and the users should not feel
stressed.
For evaluation purposes we tested several
ergonomics-related exercises of the Job-Crafting
Coach (e.g. an eye relaxation exercise, see figure 1).
It includes badges, points, a progress bar, rewards in
the form of unlocking content (activation of
exercises) and a leaderboard. Furthermore, the
prototype provides a ‘tip of the day’ and a star rating
system for the exercises.
4 EVALUATION
4.1 Methods
We conducted user tests of the Job-Crafting Coach
with 16 test persons belonging to the target group (7
female, 9 male). Mean age was 35.9 years (range:
28-60 years).
The evaluation consisted of two parts. In the first
part (20 minutes) the participants were asked to
work through the knowledge units and complete
Figure 1: Prototype showing badges, points and position in leaderboard.
Using Gamification to Enhance User Motivation in an Online-coaching Application for Flexible Workers
37
Figure 2: Eye exercise with progress bar.
several exercises (eye exercise, see figure 2, and
neck relaxation exercise). All participants started
with no badges, no points and on the last place in the
leaderboard and continually acquired points and
badges for each completed task. According to the
score the user raised in the leaderboard. For every
completed exercise, a new exercise was unlocked.
At the beginning of each test, two exercises were
already available.
In the second part the participants were asked to
fill out a questionnaire concerning their general
gaming behaviour, their motivation during the test
run and their evaluation of the gamification elements
provided.
4.2 Results
General Gaming Behaviour. Two of the participants
play mobile and/or PC games daily, two several
times a week, six occasionally (less than several
times a week) and six never. One person specifies
that he plays mobile and/or PC games with others
together daily, two several times a week and 13
never. Board games are played by two of the
participants several times a week, by four several
times a month and by 10 occasionally (less than
several times a month).
Motivation during User Tests. The testers were
asked to evaluate how much they fell motivated by
the following gamification elements during the test:
badges, progress bar, points and leaderboard (table
1). The participants were able to choose between
‘very motivated’, ‘somewhat motivated’, ‘hardly
motivated’, ‘not motivated’ and ‘I haven’t noticed’.
The participants who chose ‘I haven’t noticed’
indicated that they focused too much on the task and
therefore did not pay attention to the gamification
elements. Some of the persons who felt ‘somewhat
motivated’ stated that the test was actually too short
to invoke motivation but that the elements might
motivate them in the long run.
Table 1: User motivation during the tests.
How much were you
motivated by …?
very
motivated
somewhat
motivated
hardly motivated not motivated I haven’t noticed
badges 2 6 6 1 1
progress bar 6 5 1 2 2
points 0 7 3 1 5
leaderboard 1 4 6 4 1
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Table 2: Long-term user motivation.
How much would you be motivated by …? very motivated somewhat motivated hardly motivated not motivated
badges 3 10 3 0
progress bar 7 8 0 1
points 4 9 2 1
leaderboard 2 8 3 3
tip of the day 1 5 7 3
comeback badge 1 7 7 1
days in a row badge 1 8 3 4
activation of exercises 8 5 2 1
Table 3: Long-term user motivation of female and male participants (percentages rounded).
How much would
you feel motivated
by …?
very motivated somewhat motivated hardly motivated not motivated
female male female male female male female male
badges 14% 22% 43% 78% 43% 0% 0% 0%
progress bar 29% 56% 71% 33% 0% 0% 0% 11%
points 14% 33% 57% 56% 29% 0% 0% 11%
leaderboard 0% 22% 57% 44% 14% 22% 29% 11%
tip of the day 14% 0% 29% 33% 43% 44% 14% 22%
comeback badge 0% 11% 14% 67% 86% 11% 0% 11%
days in a row badge 0% 11% 14% 78% 43% 0% 43% 11%
activation of
exercises
57% 44% 29% 33% 0% 22% 14% 0%
Long-term Motivation. The participants were also
asked to estimate to what extent the gamification
elements would enhance their long-term motivation
(table 2).
They were also asked to assess further elements
not present in the prototype. Regarding quizzes,
three of the participants said that a quiz that retrieves
knowledge playfully would make lots of fun, 10
some fun, two little fun and one no fun.
Furthermore, four participants said that a quiz would
motivate them very much to work through further
knowledge units, nine a little, two barely and one not
at all.
14 of the 16 participants would like to use a star
rating system to evaluate the exercises. Eight
persons said that such a rating system, showing
reviews from others, would be very helpful, five a
little helpful and three hardly helpful. Seven of the
participants would find it very interesting to see such
reviews, another seven a little interesting and two
hardly interesting. However, in the user tests the
rating of the exercises had little influence on the
participants’ choices: 11 participants said the ratings
had no influence, three said some influence and two
a little influence. Instead, the topics of the exercises
were the decisive factor. However, as the full
version of the Job-Crafting Coach will comprise a
lot more content, a rating system will presumably
gain importance.
The distribution of responses of female and male
participants is shown in table 3.
5 CONCLUSIONS
In this study we investigated how solo-self-
employed and people with individualized working
conditions could be motivated to use an online
coaching application by means of gamification.
We examined gamification elements and other
additions (‘tip of the day’, quizzes and a star rating
system) as motivational drivers. To this end, we
developed a prototype and tested it with the target
group.
The results indicate that progress bars, activation
of exercises, badges and points would generate the
most positive motivational effects in the long term.
A leaderboard would achieve a less positive effect.
Furthermore, the participants would also feel
Using Gamification to Enhance User Motivation in an Online-coaching Application for Flexible Workers
39
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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