Journal of Gaming & Virtual Worlds · 2014 · 49 citations · 20 references
ArtsDesignSocial PsychologyDesign TheoryHuman-centered DesignUser Experience DesignExperience DesignExtrinsic MotivationGaming CultureMotivationParticipatory DesignUser-centered DesignExtrinsic RewardsGamificationGamified EngagementUser ContextUser Context Integration
Gamification is promoted as a user‑centred initiative that engages and motivates the alienated masses. The article questions whether gamification rhetoric is supported by design, argues that it often treats users as zombies, and claims that true potential requires transforming evaluation, rewards, and tasks. The authors propose incorporating diverse theoretical frameworks and motivational psychology to shift from organization‑centred to user‑centred design that accounts for participants’ situatedness. Gamification frequently fails to acknowledge users’ context and innate psychological needs.
Abstract Gamification is often promoted as a user-centred initiative, engaging and motivating the alienated masses. Yet is such rhetoric reinforced by the design of these programmes? By incorporating a diverse suite of theoretical frameworks that accounts for the social, cultural and psychological effect of design features, this article argues that gamification too often invokes organization-centred design, treating users as zombies: senseless mechanisms urged onwards by a desire for extrinsic rewards. Gamification still often fails to acknowledge the user’s context and innate psychological needs. This can be accomplished in practice through an incorporation of motivational psychology and a concurrent shift towards user-centred design, accounting for the situatedness of the participant. Further, this article claims that for gamification to reach its full, radical potential, it must not only transform the way the user is evaluated and rewarded but also the activity the subject is tasked with performing.
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