Let's all play together: motivations of different gamification user types

Research output: Chapter in Book/Report/Conference proceedingChapterpeer-review

Abstract

Gamification is recognized as the next big thing in marketing by using game design elements in a non-game context. Producing desirable experiences and motivating users to remain engaged in an activity is one of the strengths of gamification. The introduction of digital social networks has become the biggest change regarding digital technology, also leading to the evolution and popularity of gamification. Although it is possible to design games, serious games, or gamified systems without knowing who the target users are, it is more likely to create a more engaging experience when these users are identified first. Taking this into consideration, this chapter will look to identify and present the motivations of individuals when using gamification systems. Identifying the motivations behind gamification usage and acknowledging the interaction between them will help organizations understand their audience and create more engaging experiences.
Original languageEnglish
Title of host publicationHandbook of research on cross-disciplinary uses of gamification in organizations
EditorsVanessa Amorim, António Carrizo Moreira, Oscar Bernardes
Place of PublicationPennsylvania, US
PublisherIGI Global
Number of pages23
ISBN (Print)9781799892236
DOIs
Publication statusPublished - 2022

Keywords

  • Games
  • gamification
  • user engagement

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