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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Learning Gamification Design - An Usability First Approach for the Enterprise Infoboard Experiment</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Michael Meder</string-name>
          <email>meder@dai-lab.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Till Plumbaum</string-name>
          <email>till@dai-lab.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Sahin Albayrak</string-name>
          <email>sahin@dai-lab.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>DAI-Labor, TU Berlin</institution>
          ,
          <addr-line>Ernst-Reuter-Platz 7, 10587 Berlin</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2016</year>
      </pub-date>
      <abstract>
        <p>Gamification or gameful design attempts to raise participation through the application of game design patterns and principles in nongame environments. It has successfully been applied but in many cases gamification fails due to di↵erent kind of design phase pitfalls. Several game and gamification design taxonomies and guides exists. But it is hard to select the right one for a specific application of gamification. One of the causes is probably the fact that engineers try to implement what experienced game designer should do. We propose to apply data mining on user interaction data of gamified applications to extract insights to support and adapt the application of gamification. Therefore we started the Infoboard experiment - a two phase gamification study of a cutting-edge enterprise information sharing system.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>Gamification, the use of game-mechanics in
nongaming contexts [DDKN11, HH12], has been widely
adapted by di↵erent services during the last years. We
see online services like Stackoverflow1 using a
reputation leaderboard where users get points for helpful
answers. Dropbox2 rewards users helping acquire new
users with more space and LinkedIn3 is motivating
users to complete their profiles by presenting progress
bars.</p>
      <p>Coming along with the adaption of gamification in
di↵erent domains, new insights about advantages and
problems about the right usage are gained. Finding
the right means to increase motivation is a non-trivial
task since motivation is mainly driven by
humancentric factors [Yee07]. Taking a deeper look into
e↵ects coming with the increased usage of
gamification becomes unavoidable in the enterprise domain.
As enterprises starting to adapt gamification to
enhance employee engagement and participation, the
question arises what motivates people being on top of
the leaderboard while others seem to completely
ignoring it? The goal of this research is to examine factors
motivating people to participate. We argue that
gamification design must be user specific to successfully
apply gamification. We also argue that especially in
enterprises, it is even more important using the right
mechanisms. While there are works about
gamification design and which elements to apply when, we
believe that by using data mining methods to
determine the types of users existing in a company and to
learn what elements best suits them would be a major
leap in successfully introducing gamification. We will
not discuss questions regarding implications of
di↵erent gamification methods, such as leaderboards, and
what a user’s position on the leaderboard says about
the work performance, for example.</p>
      <p>In this paper, we describe an experiment to
collect data needed to learn user types and
corresponding mechanisms. We present an enterprise
information system we build, the Infoboard application, and
the experiment design to collect the data needed for
the machine learning approach. The experiment is
de3http://linkedin.com/
signed to be conducted in di↵erent phases, and will
be explained in detail in section 4. We also present
the needed basics and fundamentals to conduct
enterprise gamification research. Thus, we summarize the
contributions of this work as follows:
1. We give an overview of the current state of the
art of enterprise gamification (section 2).
2. We describe user-centric gamification design
taking into account user types and cultures (section
3).
3. We describe an experimental set-up to gather user
data and outline machine learning approaches to
learn and match users and gamification elements
(section 4 and 4.2.3).</p>
      <p>The goal of the experiment is to collect a dataset
that can be used for the previously mentioned machine
learning approach to gamification. As to the best of
our knowledge no dataset for this topic exists, we
believe that this work is an essential step to collect the
data and enable further research. We therefore
explicitly invite others to give feedback regarding the
experimental setup to be able to collect the best data
possible.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Current State of</title>
    </sec>
    <sec id="sec-3">
      <title>Enterprise Gamification</title>
      <p>Various studies indicate that gamification has a
positive e↵ect on the use of enterprise systems. In [Cas07],
Dugan et al. describe the transformation of an
enterprise bookmarking system into a guessing game called
Dogear. In this game, bookmarks and their tags are
displayed on screen and the players have to guess,
who created this bookmark. If they guess the correct
creator of the bookmark, the players can gain points
which is inspired by von Ahn’s ESP game [vAD04].
They report that within the first month of the release
of the system, they had 87 active players from 10
different countries. A detailed analysis is missing though.</p>
      <p>Farzan et al. [FDM08] examine the impact of game
mechanics, more precisely the introduction of a points
system, on a social enterprise network system
(Beehive, IBM). They evaluate the impact of this points
system by performing A/B testing, i.e., one half of all
users are made aware of the points system, while the
other half (i.e., the control group) cannot see this
feature. They observe that overall, the introduction of
the points system increased the activity level of users
within the system. However, they also report that 72%
of the users in the experimental group never visited
the page which describes how to earn points.
Moreover, they argue that a large portion did not even
notice the existence of points. Addressing this issue
further, Farzan et al. [FD08] also studied if there is any
noticeable e↵ect on the usage when the points
system is explicitly explained to the users. Therefore,
they provided further details via email and repeated
the experiment. They conclude that points systems
can successfully be employed to motivate users to
contribute more in an enterprise social network system,
especially if combined with email notifications.
Further, they conclude that the type of contribution can
directly be controlled by the type of gamification
applied, i.e., increasing the points for certain types of
contributions will indeed result in an increase of
contributions of this type. In a follow-up experiment, Farzan
et al. [FDB09] increase the social interaction and
diversity of content even further by introducing a badge
based approach on promoting content. Although they
observe an increased activity due to the introduction
of gamification methods, the authors argue that they
cannot make any statement about the quality of the
contributions. Further studies are needed to examine
this in detail. Overall they show that points and
status levels motivates more activity by IBM employees
within Beehive and this also inspires further activities
by other users. It is also important that the
incentive mechanisms incent continually to bring a return,
which was the weakness of their static points [FD08]
system.</p>
      <p>Evaluating the e↵ect of gamification methods from
a di↵erent perspective, Thom et al. [TMD12] study
whether the removal of gamification features from an
enterprise social media system has any measurable
effect on user activity. They report a significant decline
of user activities after removing gamification features.
Interestingly, the authors also noticed some relation
between user activity and their geographical location.
Further the authors conclude that the organizational
culture and the local culture should play a role in
gamification design.</p>
      <p>Hamari [Ham13] evaluates the use of badges in a
peer-to-peer trading service. He observes that the
introduction of gamification mechanisms does not
automatically result in an increased use of the system by all
users, but that those users, who actively inspect their
own badges become more active. This supports our
assumption that individual behavior plays an
important role in the successful application of gamification
methods in an oce scenario.</p>
      <p>Stanculescu et al. [SBSH16] examined which game
design element is more e↵ective for a predefined goal.
They applied points, badges and leaderboard to an
enterprise learning and social interaction Web
application. In total they compared four treatment groups
with either enabled a leaderboard or badges or both
or none of them. Whereas points were enabled for all
groups. The results of the study indicates that there
is no di↵erence if only the leaderboard or only badges
are visible to the user. Whereas the combination of
both, leaderboard and badges visible, will result in an
even greater e↵ect.</p>
      <p>Summarizing, previous research reports an increase
of users’ activity in an enterprise due to diverse game
design elements. But only for some users and for a
short period of time [FDM08]. Remarkable is that
we could not find statements about the usability or
user experience of the systems before or without the
application of gamification. We think to understand
gamification we should aim to measure the pure e↵ect
of gamification by minimizing disruptive factors such
as bad usability of the system itself. We also notice
that the existing work is hardly comparable as
studies are usually conducted in closed systems, and no
data is publicly available. However, these studies also
indicate that individual behavior has a significant
influence on the success of gamification. Up to now most
studies recommend an examination beyond
questionnaires to understand users’ or employees’ actual
behavior with gamified application. Therefore, we attempt
to better understand employees’ behavior in more
detail by gathering users’ interaction data and applying
machine learning techniques. The interaction dataset
should meet demands regarding reproducibility of
results and the collected data should also be ’clean’, e.g.
the influence of a bad user experience should be
minimized. Thus, the experiment we conduct has the goal
to produce ’clean’ data and the data should also be
available for research.
3</p>
    </sec>
    <sec id="sec-4">
      <title>Gamification Design</title>
      <p>Before explaining the experiment itself, we will
introduce the game design elements and approaches that
mainly influenced our Infoboard approach.</p>
      <p>In 2011, two definitions of gamification were
published. Deterding et al. [DDKN11] define gamification
as “the use of game design elements in non-game
contexts”. Huotari and Hamari [HH12] define it as “a
process of enhancing a service with a↵ordances for
gameful experiences in order to support user’s overall value
creation”. Hamari et al. summarized in [HKS14] both
definitions “as a process of enhancing services with
(motivational) a↵ordances in order to invoke gameful
experiences and further behavioral outcomes.” We
interpret both definitions as implying a goal as the utility
of gamification. Both describe elements of the game
design world which could change a user’s experience
in a di↵erent context (non-game [DDKN11], service
[HH12]). Interestingly, for Deterding [DDKN11] “[...]
the term ‘gameful design’ – design for gameful
experiences – was also introduced as a potential alternative
to ’gamification’.” Summarizing, in Deterding’s
definition the goal is rather geared towards the (improved)
user experience itself, in Huotari and Hamari’s
definition it is the outcome driven by the user experience.
We agree more with Deterding’s definition aiming on
the “improvement of the user experience” achieved by
gamification.
3.1</p>
      <sec id="sec-4-1">
        <title>Player Types</title>
        <p>Game designers take advantage of player types [HT14]
or play-personas [CD09] to set some boundaries for
the game design element selection process towards a
user centered game design. Designing gamification is
also always a user-oriented process. This is due to the
fact that users are all individuals driven by di↵erent
input factors like age, gender, education, social skills
and cross-cultural influences [HK13, Kha11, YMT+11,
Yee07, YDN12]. In the game world this is considered
by several player typologies developed on user
observations and in-game behavior. The evolution seems to
went from Bartles 4 and later 8 player types to Yee’s
3 motivation components or 10 motivation
subcomponents [Yee07]. Hamari et al. [HT14] list existing game
player typologies and state that player types have their
legitimation because of the di↵erent behavior and
motivation of players. It is a wide-spread assumption that
also for the gamification scenario such types of players
or users can be applied. Although many player
typologies exist we argue that it is hard to map them to one
or more specific game design elements. Beyond that,
such types could change over time which seems to be
a central criticism on player typologies [HT14].
3.2</p>
      </sec>
      <sec id="sec-4-2">
        <title>Game Design Elements</title>
        <p>An important aspect of successful gamification is the
selection of game design elements. Game design
elements determine what type of gameful experiences
are generated for the users. In [DDKN11],
Deterding et al. provide five levels of game design elements.
They distinguish between game interface design
patterns, game design patterns and mechanics, game
design principles and heuristics, game models and game
design methods. Robinson et al. [Rob13] propose a
taxonomy built on levels of expected engagement and
the required commitment of the user. This taxonomy
has been conceived as a decision support for game
element selection.</p>
        <p>Motivational a↵ordances, interface design patterns
with a stimuli to action or “properties of an object
that determine whether and how it can support one’s
motivational needs” [Zha08], were found by Hamari et
al. [HKS14] in 10 di↵erent forms in 24 examined
studies on gamification. Jia et al. [JXKV16] examined the
relation between the Big Five collections of personality
traits and motivational a↵ordances through a survey
which, among other things, asked for opinions to
example interactions shown with videos. The results of
their survey (N=248, mostly AMT4) indicate that
considering personality traits helps to make gamification
design choices. They plan to analyze the interaction
with motivational a↵ordances on a real application.</p>
        <p>Previous studies have shown that an improvement
towards user activity and user experience is possible
[HKS14]. Those studies also showed that the
constellation of users (player motivations [Yee07] and player
types [Bar96, Bar03, HT14]) and motivational
a↵ordances (interface design patterns) and game design
elements seems to be important for a successful
application of gamification.
3.3</p>
      </sec>
      <sec id="sec-4-3">
        <title>Gamification Design Problem</title>
        <p>We argue that it is critical to measure challenges and
risks that occur due to di↵erent types of users before
introducing gamification methods. Applying the right
gamification element to the right user will increase the
motivation and participation while applying the wrong
element can on the other hand have negative e↵ects.
More importantly, due to the usually diverse set of
employees, and the accompanying set of diverse
characters coming from di↵erent cultures, finding the one
gamification element satisfying them all is almost
impossible.</p>
        <p>Finding an optimal user and game design elements
relation implies a goal or outcome we want to achieve
with that relation. Thus, regarding the predefined goal
of a gamification implementation extends the user and
game design element relation to a goal, user and game
design elements relation. In this relation the right
selection of game design elements is crucial to reach the
goal.</p>
        <p>Under the assumptions that (i) gamification targets
various types of users that experience game design
elements di↵erently; and (ii) gamification is deployed
in order to achieve some goal in the broadest sense:</p>
      </sec>
      <sec id="sec-4-4">
        <title>We consider the gamification design problem as the problem of assigning each user (at least) one game design element that maximizes their expected contribution to achieve some goal.</title>
        <p>4</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Infoboard Experiment</title>
      <p>Summarizing the previous sections, we have seen that
gamification in enterprises is a hot topic but comes
with several aspects that needs more research. We
have also seen that current research only analyzes
certain gamification aspects and not a set of di↵erent
methods for di↵erent users. And, especially from a
machine learning perspective, there is no dataset that
4Amazon Mechanical Turk
allows us to test and compare results. With this in
mind, and the knowledge from the previous section,
about the various game design aspects, we have build
an application and designed an experiment to start
solving those problems. The path taken, starting with
this experiment, will allow us to apply di↵erent
gamification elements to di↵erent users within the same
application, resulting in an overall increase of
motivation and participation.
4.1</p>
      <sec id="sec-5-1">
        <title>Infoboard Application</title>
        <p>The Infoboard application is a modern enterprise
information system. The main goal of the system is
to provide users with relevant information and to
enable knowledge exchange across enterprise department
borders. It is build upon a distributed search engine
which provides information in the form of di↵erent
kind of items from indexed data of enterprise sources
(enterprise wiki, internal file server) and public sources
(news articles, websites, scientific publications,
conference calls and funding calls).</p>
        <p>Users can define own topics of interest and the
Infoboard will continuously search for new information
and present results ordered by date allowing users to
quickly find the latest information. All items found are
arranged as tiles with topic specific background colors.
Whenever a new item has been found the tiles on the
board will be updated and re-arranged. Fig. 1 shows
an exemplary tile. The tile itself contains information
about the topic it belongs to (see upper right corner),
the source of information and date found (bottom right
corner above and under the line). The knowledge
sharing is supported by the elements one can find in the
upper left corner and the bottom right corner. Users
can up or down vote an information item. This vote
information a↵ects the ordering of the Infoboard of
the user who voted, but may also influence boards of
other users with the same item on their board. In the
end, users sharing the same interests, will see the most
interesting items. The tile also shows who voted the
tile last, so that users can see and connect with others
sharing the same interest.</p>
        <p>Fig. 2a shows an Infoboard of a user with di↵erent
topics, marked by the di↵erent colors. As explained,
users can vote items and also read the information.
Therefore, we included a reader view for usability
reasons, see 2b, allowing users to read and then to vote
the article directly, without forcing users to switch
between di↵erent browser tabs.
4.2</p>
      </sec>
      <sec id="sec-5-2">
        <title>Experiment setup</title>
        <p>Our goal is not to compare a non-gamified with a
gamified version of an enterprise application
simultaneously. This has been done before and results have
(a) The Infoboard showing information for di↵erent topics.
Each topic gets a unique color assigned allowing users to easily
distinguish between the topics.
(b) The reader view of the Infoboard allowing users to easily
read and interact with information items.</p>
      </sec>
      <sec id="sec-5-3">
        <title>Phase I: Warmup</title>
        <p>We started with a basic version of the Infoboard
without any gamification elements. In this warmup phase
we want to make sure that the core functionality is
usable, understandable and free from major bugs.
Because we do not want to apply gamification to
distract from deficiencies of a useless or faulty
application. This allows us to better analyze the a↵ects on
di↵erent users achieved with gamification.</p>
        <p>After we started the Infoboard experiment with an
4.2.2</p>
      </sec>
      <sec id="sec-5-4">
        <title>Phase II: Gamification enabled</title>
        <p>In the second phase of our experiment we will enable
gamification which results in visible game design
elements for the users. The current Infoboard system
already contains a set of di↵erent game design
elements. They were carefully selected to ensure coverage
of Yee’s three main components of player motivations
[Yee07], Achievement, Social and Immersion, in order
to address the broad range of user types which allows
us to later detect and learn typical interaction patterns
of these user types. Currently the following game
design elements are implemented and are ready to be
activated:
Achievement: points; badges; leaderboard; progress
bar; levels
Social: feedback messages; user activities stream;
group achievements (total points)
Immersion: customization (color themes);
redeemable points to buy a booster (a points
multiplier, positive feedback loop)
Fig. 3 shows a few examples of these game design
elements which are currently not visible for the users. On
the left side of Fig. 3a one can see the leaderboards
(overall and monthly), in the middle the achieved
points of all users and on the right the latest user
activities. Fig. 3a shows the points detail view of a specific
user with information about the current level status.
We already count points and badges in the background
on the currently deployed application were
gamification is disabled yet. This give us similar insights to
A/B testing because we can compare e.g. the achieved
points and badges of both phases. The illustrations
in Fig. 3 reflect the actual status and numbers after
two weeks. If gamification would have been enabled it
would exactly look like this to the users (same user
behavior assumed) except for the booster bar (red) which
is zero because gamification is disabled users can not
redeem points for boosters until now.</p>
        <p>As we are currently in the first phase and trying
to maximize the usability score, the second phase has
not yet started. We are currently discussing to
further split the second phase into more sub-phases. In
each sub-phase, only game design elements for a
certain player type will be enabled. We currently review
this approach to see if this is necessary or if it
introduces negative side e↵ects.
4.2.3</p>
      </sec>
      <sec id="sec-5-5">
        <title>Interaction Data Mining</title>
        <p>Very similar to the future work stated by Jia et al.
[JXKV16], we plan to analyze the collected user
interaction data with motivational a↵ordances represented
by interface design elements on the Infoboard
application. We aim to find similar behaving user groups
based on their interactions. In [MJ14] we provide
further details on how to select (learn) a model to predict
appropriate game design elements. One approach is
based on the application of a support vector machine.
As we assume sparse user behavior data we treat this
as a problem of regression learning for which a plethora
of powerful mathematical methods are available.
Further we regard the gamification design problem as a
special case of a recommendation problem for which
matrix factorization constitutes a state-of-the-art
solution.
5</p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>Conclusion</title>
      <p>Research on enterprise gamification is still in the early
stages. Especially given the influence and e↵ects of
diverse personnel, regarding character and culture. We
think that machine learning approaches can help us
determine the best game design element for a user,
based on the users’ interaction patterns.
Unfortunately, there is currently no dataset available that
allows us to apply machine learning methods. In this
paper, we introduced the Infoboard and an experiment,
which is an essential step to collect the data and
enable further research. The experiment is subdivided
into di↵erent phases, where users interact with
di↵erent functional characteristics. In the first phase, which
is currently running, users only interact with a
nongamified version to detect and fix influences of errors
and usability flaws. In the following phases, we will
enable gamification to see which user respond to what
element. The game design elements we used in the
Infoboard were selected based on research about user
and player types and previous gamification studies.
We present these works and discuss the current state
of the art to provide a comprehensive overview about
(a) Gamification statistics over all users of the system
(leaderboards, points and recent activities).
(b) Points and level information view of a specific user.
[DDKN11] Sebastian Deterding, Dan Dixon,
R Khaled, and L Nacke. From game
design elements to gamefulness: defining
gamification. Proceeding of the 15th
International Academic MindTrek Conference,
pages 9–15, 2011.
6</p>
    </sec>
    <sec id="sec-7">
      <title>Acknowledgment</title>
      <p>The authors would like to thank Tom Nick5 for
programming and interface design support. The
research leading to these results was performed in the
CrowdRec project, which has received funding from
the European Union Seventh Framework Programme
FP7/2007-2013 under grant agreement N 610594.
[Bar96]</p>
      <sec id="sec-7-1">
        <title>Kai Huotari and J Hamari. Defining gamification: a service marketing perspective.</title>
        <p>Proceeding of the 16th International
Academic MindTrek Conference, pages 17–22,
2012.</p>
      </sec>
      <sec id="sec-7-2">
        <title>Juho Hamari and Jonna Koivisto. Social</title>
        <p>motivations to use gamification: an
empirical study of gamifying exercise.
Proceedings of the 21st European Conference on
Information Systems SOCIAL, (JUNE):1–
12, 2013.</p>
      </sec>
      <sec id="sec-7-3">
        <title>Juho Hamari, J Koivisto, and Harri Sarsa.</title>
        <p>Does Gamification Work? A Literature
Review of Empirical Studies on
gamification. In In proceedings of the 47th Hawaii
International Conference on System
Sciences, 2014.</p>
      </sec>
      <sec id="sec-7-4">
        <title>Juho Hamari and J Tuunanen. Player</title>
        <p>Types: A Metasynthesis. In Transactions
of the Digital Games Research
Association, 2014.
[JXKV16] Yuan Jia, Bin Xu, Yamini Karanam, and
Stephen Voida. Personality-targeted
Gamification: A Survey Study on Personality
Traits and Motivational A↵ordances. In
Proceedings of the 34th Annual ACM
Conference on Human Factors in Computing</p>
        <p>Systems - CHI ’16, 2016.
[HKS14]
[Kha11]
[MJ14]
[Rob13]
[YDN12]</p>
      </sec>
    </sec>
  </body>
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