Social SciencesBehavioral SciencesPsychologyIndividual DifferencesPersuasionStudent EngagementBehavioral EngagementFraming EffectsIntrinsic MotivationSerious GamesVideo Game StudiesGame PlayGamificationGamification EffectsPlayer Motivation
Studies of game elements in non‑game contexts typically describe full packages, making it hard to assess individual psychological and functional impacts. The study experimentally dissociates the psychological impact of framing versus game mechanics when presenting a serious activity as a game. The authors assigned 90 students to three conditions—question list, competitive discussion board game, or same artifacts without game mechanics—and compared task engagement and self‑reported intrinsic motivation across groups. Results show that framing an activity as a game provides nearly as much psychological benefit as full game mechanics, with both game conditions yielding higher interest and enjoyment than controls while other intrinsic motivation variables remained unchanged, and the authors propose a framework distinguishing deep and shallow gamification.
This paper experimentally dissociates the psychological impact of framing versus game mechanics, when presenting a serious activity as a game. Studies of game elements in non-game contexts tend to describe full packages, with no way of assessing their individual psychological and functional impact. To isolate the effects of framing, students (N=90) were assigned to either discuss study environment issues through a list of questions, via a competitive discussion board game, or though the same game artifacts but with no game mechanics. Task engagement and self-reported intrinsic motivation was compared between groups. Results demonstrate that the effects of simply framing the activity as a game though vernacular and artifacts holds almost as much psychological power as the full game mechanics. In both game conditions interest and enjoyment was significantly superior to controls, but other intrinsic motivation variables remained unchanged. Implications for game design in non-game contexts are discussed, and a framework for differentiating “deep and shallow gamification” in terms of mechanics and framing is developed.
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