<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Gamification: Influencing Value-Perception of Target Behaviors</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Ryan Tan Rui Yang</string-name>
          <email>RTAN034@e.ntu.edu.sg</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Vivian Hsueh Hua Chen</string-name>
          <email>CHENHH@ntu.edu.sg</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Nanyang Technological University Singapore</institution>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2017</year>
      </pub-date>
      <fpage>9</fpage>
      <lpage>10</lpage>
      <abstract>
        <p>Existing scholarship of gamification has covered the effectiveness of different types of game design elements in specific applications. There is a need to understand why gamification may be capable of fulfilling these applications' goals and how effective gamified experiences can be created or facilitated. This paper aims to fill a gap in gamification theory by focusing on the goal driving the implementation of gamification and highlighting the ways by which it affects the perception based psychological processes that influence user behavior. Gamification is conceptualized here as the use of game elements to influence users' value perceptions of a target behavior in order to motivate action. This study suggests new approaches to gamification implementations and hopefully opens new avenues for further theoretical development following this conceptualization are suggested.</p>
      </abstract>
      <kwd-group>
        <kwd>Perception</kwd>
        <kwd>Construals</kwd>
        <kwd>Gamification</kwd>
        <kwd>Motivation</kwd>
        <kwd>Persuasion</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Since the initial conceptualization of gamification in 2010, an increasing number of applications have
utilized an infusion of game design techniques, game mechanics, and/or game style (Bouça, 2012) to
motivate user behaviors in various non-game contexts. While its use has seen moderate successes in
health, service marketing, education, and other fields
        <xref ref-type="bibr" rid="ref14">(Hamari, Koivisto, &amp; Sarsa, 2014)</xref>
        , a strong
theoretical foundation regarding the effects and effectiveness of gamification has not yet been
established. Over the years, gamification has been labeled, explicated, and operationalized in a myriad
of different ways. The current most prevalent conceptualization of gamification identifies it as the use
of game design elements in non-game contexts
        <xref ref-type="bibr" rid="ref10 ref9">(Deterding, Dixon, Khaled, &amp; Nacke, 2011)</xref>
        .
Conceptualizations of gamification in industry and academia have tended towards examining the
implementations of these game design elements. These studies focus on evaluating whether these
elements are effective at influencing behavior. Such studies most commonly evaluated game elements
such as leaderboards, achievements/badges, and levels in activities or applications
        <xref ref-type="bibr" rid="ref14">(Hamari, Koivisto,
&amp; Sarsa, 2014)</xref>
        .
      </p>
      <p>
        However, the focus of existing studies on shallow interpretations of gamification—essentially utilizing
simple incentive and customer loyalty systems presented as “gamy” applications—disregards “decades
of research on the limited effectiveness and manifold unintended consequences of such systems”
        <xref ref-type="bibr" rid="ref11">(Deterding, 2014, p. 306)</xref>
        . Current studies unfortunately often do not go beyond examinations of
whether or not a gamified application was a feasible influence of behavior in a specific context and
how the specific application could be improved for greater effect. Furthermore, while modern studies
of gamification do highlight the importance of a goal-centric approach to gamification
        <xref ref-type="bibr" rid="ref10 ref11 ref15 ref9">(Deterding et al,
2011; Huotari &amp; Hamari, 2012; Deterding, 2014)</xref>
        , current gamification literature almost completely
elides the role of perception (specifically value perception) in the process of gamification experience.
This seems to be an unfortunate oversight given the goal of gamification ultimately being the influence
of user behavior in the real world
        <xref ref-type="bibr" rid="ref11">(Deterding, 2014)</xref>
        and the importance of perception in influencing
behavior – particularly in relation to acceptance of new systems (Davis, 1993). A better understanding
of the processes behind gamification’s effectiveness thus seems necessary not only to further the
theoretical development of the study of gamification but also to allow more effective implementation
of gamification systems. This paper proposes a goal-oriented approach to conceptualizing
gamification—highlighting the way gamification potentially affects users’ value perception of target
behavior in order to promote engagement with that behavior.
      </p>
      <p>This study will therefore attempt to do three things: (1) Distinguish the goals of gamification from the
goals of other applications that utilize game elements—such as serious games, and entertainment
education. (2) Propose a theoretical framework accounting for the possible processes that facilitate
gamification’s effectiveness. (3) Introduce and explicate a definition and conceptualization of
gamification that reflects its underlying procedural bases and adapt a model explaining this process
behind effective gamification. By doing so, this study aims to further our understanding of why and
gamification can be effective, and hopefully provide insight as to how more effective gamification
systems can be implemented.</p>
    </sec>
    <sec id="sec-2">
      <title>2. From Games, Serious Games, and Entertainment Education to Gamification</title>
      <p>
        Since the popularization of video games in the 1980s, an increasing number of applications and
systems utilize video game elements in order to engage, entertain, and motivate users
        <xref ref-type="bibr" rid="ref10 ref16 ref23 ref9">(Klug &amp; Schell,
2006; Moyer-Guse, 2008; Deterding, 2011)</xref>
        . Most prominent among these applications are
entertainment games, serious games, edutainment games, and the use of gamification. A number of
factors distinguish each of the above applications from the other, such as gameplay format (Denis &amp;
Jouvelot, 2005) and types of narratives used
        <xref ref-type="bibr" rid="ref23">(Moyer-Guse, 2008)</xref>
        . However, perhaps the most
important distinction between these applications is the goalthat drives each of their game element
implementations. Each application has a different objective and utilizes game elements in different
ways in order to achieve these objectives. From entertainment to education, each application is
designed to have a different effect on the user. As such, game elements are employed to different
degrees and for different purposes and while there may be overlaps, it is important to keep in mind the
distinctions between the various applications.
      </p>
      <p>
        Entertainment games, as the category suggests, provides users with experiences that fulfil player
gratifications, both hedonic and eudemonic
        <xref ref-type="bibr" rid="ref28">(Przybylski, Rigby, &amp; Ryan, 2010; Klug &amp; Schell, 2012;
Oliver, Bowman, Woolley, Rogers, Sherrick, &amp; Chung, 2015)</xref>
        . Entertainment games primarily attempt
to influence play behavior—motivating users to continue playing and engaging with the game—
through competition
        <xref ref-type="bibr" rid="ref33">(Vorderer, Hartmann, &amp; Klimmt, 2003)</xref>
        , transportation
        <xref ref-type="bibr" rid="ref13 ref17">(Lee, 2004; Ermi &amp;
Mäyrä, 2005)</xref>
        , and many other gameplay effects. The goal of these games is to entertain and engage
users by utitlizing various aspects of game design such as narrative, pacing, and game mechanic
elements
        <xref ref-type="bibr" rid="ref25">(Pinelle, Wong, &amp; Stach, 2008)</xref>
        .
      </p>
      <p>
        These entertainment games make up the majority of video games and are not created to fulfil a purpose
beyond the players’ involvement with the world of the game
        <xref ref-type="bibr" rid="ref20">(Mitgutsch &amp; Alvarado, 2012)</xref>
        .
Entertainment education—specifically serious games—on the other hand attempt to fulfill a goal
beyond the self-contained aims of the game in itself
        <xref ref-type="bibr" rid="ref20">(Mitgutsch &amp; Alvarado, 2012)</xref>
        . Entertainment
education refers to a broad strategy of utilizing entertainment media as a vehicle for educational
messages with the goal of influencing knowledge, attitudes, and behavior
        <xref ref-type="bibr" rid="ref23">(Moyer-Guse, 2008)</xref>
        . In
entertainment education literature, focus is placed on the role of entertainment narratives on the
effectiveness of popular media for persuasion and influence
        <xref ref-type="bibr" rid="ref23 ref31">(Slater &amp; Rouner, 2002; Moyer-Guse,
2008)</xref>
        . In contrast, serious games—while being a term that has not been clearly defined
        <xref ref-type="bibr" rid="ref6">(Breuer &amp;
Bente, 2010)</xref>
        —focus on the use of game elements for the purpose of informing and persuading.
Drawing from Clark Abt’s 19765 conceptualization of serious games, Breuer and Bente propound that
serious games have an explicit and planned educational purpose are not intended to be played primarily
for amusement (2010). Serious games’ primary goal is to engage with players for instructional and
influential purposes—influencing values, convey ideas, or persuading players in a manner that affects
their real world actions or beliefs
        <xref ref-type="bibr" rid="ref2 ref20">(Mitgutsch &amp; Alvarado, 2012 ; Arnab et al. 2015)</xref>
        .
Besides the use of “full-fledged games”
        <xref ref-type="bibr" rid="ref10 ref9">(Deterding et al., 2011)</xref>
        for entertainment and
nonentertainment purposes, there are applications that do not create a complete game for entertainment or
persuasion and influence. Gamification extracts and implements game elements for use in a non-game
context
        <xref ref-type="bibr" rid="ref10 ref9">(Deterding, et al., 2011)</xref>
        . Gamification creates game-like experiences are experiences that are
structured by rules and are goal-oriented
        <xref ref-type="bibr" rid="ref10 ref9">(Deterding et al., 2011)</xref>
        . The goal of gamification is to
facilitate gameful experiences in non-gaming contexts in order to motivate users to engage with
targeted behavior
        <xref ref-type="bibr" rid="ref10 ref11 ref9">(Deterding, 2014; Deterding et al., 2011)</xref>
        . In order to achieve this goal, effective
gamification implements game design elements in a manner that influences the targeted behavior
within the non-gaming context. In the non-gaming context of education and learning, for example, the
purpose of gamifying a system might be to get students to turn in work on time. Gamification of the
system by which students turn in work should aim at fulfilling the purpose of the system and create a
work submission experience that motivates students to submit work punctually. Utilizing the game
design element of a leaderboard to track and display student submission timings and providing rewards
accordingly might motivate punctual submission behavior. If it successfully motivates targeted
behavior, a gamified experience can be considered effective, and its goal is achieved.
Existing scholarship of gamification has covered the effectiveness of different types of game design
elements in specific applications and empirically tested their effectiveness in influencing target
behaviors
        <xref ref-type="bibr" rid="ref14">(See Hamari, Koivisto, &amp; Sarsa, 2014 for a review)</xref>
        . Although the literature largely
empirically validates the effectiveness of gamification for fulfilling behavior motivational goals, there
remains a need understand why gamification may be capable of fulfilling these goals and how effective
gamified experiences can be created or facilitated
        <xref ref-type="bibr" rid="ref11 ref14">(Bouça, 2012; Hamari, Koivisto, Sarsa, 2014;
Deterding, 2014)</xref>
        .
      </p>
    </sec>
    <sec id="sec-3">
      <title>3. Effective Gamification and Gamification Effects</title>
      <p>This study argues that the goal of gamification is to enable users to perceive that behaviors within
nongame contexts bring valuable and fulfilling experiences in the gamified context. Effective gamified
experiences influence how users perceive the value of engaging with or carrying out targeted
behavior/activity in non-game contexts. This value perception in turn motivates users to engage with
the target behavior or activity. By altering perception of the targeted behavior or activity’s value to
having concrete and intrinsic value or benefit, gamification increases users’ motivation to voluntarily
seek and repeat said behavior. In other words, gamification is the use of game design elements to
influence users’ evaluative perception of engaging with a behavior or activity in order to motivate
action.</p>
      <sec id="sec-3-1">
        <title>3.1 Value Perception</title>
        <p>
          Current gamification literature focuses on user perception of the application involved or its game
elements, that is, how users perceive the experience of using the gamified application or service (i.e.,
how fun or usable it is). A study by Chen, Burton, Mihaela, and Whittinghill (2015) analyzed a
gamified platform called Cogent to evaluate the effectiveness of gamification in educational contexts.
The Cogent system was designed to encourage undergraduate engagement in educational activities in
and outside of classrooms, utilizing a virtual currency as incentives
          <xref ref-type="bibr" rid="ref8">(Chen et al., 2015)</xref>
          . The system
allowed users to create businesses and essentially simulated a virtual economy in which users could
learn more about business management and economics. Through thematic analyses of focus group
discussions, they highlighted certain benefits and weaknesses of the system. There was no explanation
for why any aspect of the gamified system was successful or unsuccessful in influencing its users in an
educational context. Most of the current literature address perception in gamification are concerned
with how users’ perception and evaluation of the game design elements implemented in a system or
service, and not in relation to how gamification could potentially affect user perception in order to
achieve targeted behavior.
        </p>
        <p>Perception, however, potentially plays a pivotal role in the effectiveness of any gamified experience
and serves as the gateway to motivate behaviors in non-game contexts. When users perceive a behavior
in the gamified context as having positive and immediate effect, value, or feedback, this perception
could help cultivate users’ motivation to carry out desired behavior. The use of game design elements
as of themselves do not facilitate any form of motivation or behavioral influence. However, these game
design elements do effectively capture and center user attention by making the value of actions more
easily perceptible to users. Experience point systems, for example, present clear value for actions with
otherwise abstract rewards—actions that may otherwise hold no visible or immediate value to the user.
Live achievement tracking likewise provides feedback for user engagement with behaviors that may
otherwise have no immediate effect in order to shape user perception of progress and their evaluations
of target behavior benefits.</p>
        <p>
          Cafazzo et al.’s study of gamified health applications effect on self-management for adolescent
diabetics utilized experience point systems in their app design in order to incentivize the practice of
blood glucose testing (2012). For the users in Cafazzo et al.’s study, blood-glucose tests were a
necessary behavior. The users involved had type 1 diabetes mellitus, a chronic condition that
necessitates a lifetime of self-management—specifically measuring their blood-glucose levels at least 3
times a day. The study highlighted that worldwide data indicated that adolescents do not hit the
required levels of self-management behavior and so developed a system that could facilitate
adolescents’ engagement with proper blood-glucose management behavior. Users would gain
experience based on each test performed and could “level-up” after accumulating a specific number of
points and exchange those for real world rewards
          <xref ref-type="bibr" rid="ref7">(Cafazzo et al., 2012)</xref>
          . The study highlighted that
users engaged readily and frequently with the point system and that accumulated significant numbers
of points but did not choose to claim rewards (iTunes music and apps). This demonstrated that in some
cases, the extrinsic rewards that came with leveling up were not the primary motivator
          <xref ref-type="bibr" rid="ref7">(Cafazzo et al.,
2012)</xref>
          and possibly that the gamified experience was in itself a motivator of action. The gamified
application provided users with a system to receive and track virtual value accrued through engagement
with the target behavior of blood-glucose self-management. This accumulation of virtual value through
gameplay served to inform user perception of target behavior and provided a means to influence the
way that users perceived targeted behavior in order to intrinsically motivate engagement with the target
behavior in a non-game context. Gamification therefore is potentially effective because of the way it
provides users with an immediate and easily perceptible value system for behavior or actions that
otherwise would have only abstract or future value.
        </p>
      </sec>
      <sec id="sec-3-2">
        <title>3.2 From Perception to Construed Values</title>
        <p>The process behind how gamification’s influences users’ value perception and why it can be effective
for behavioral influence is currently unexplored and undeveloped. This potentially key role of
perception influence in motivating engagement with target behavior needs to be explored theoretically.
This study will draw from existing theories on perception and behavior to posit a perception and
motivation oriented approach to understanding the effectiveness of gamification.</p>
        <p>
          Construal level theory (CLT) suggests that the construal level of an object or event influences the
perceived psychological distance of the object or event
          <xref ref-type="bibr" rid="ref18 ref4">(Liberman &amp; Trope, 1998; Bar-Anan,
Liberman, &amp; Trope, 2006)</xref>
          . Construal levels are the subjective levels of concreteness/abstraction
ascribed to an object, behavior, or event by an individual
          <xref ref-type="bibr" rid="ref4">(Bar-Anan, Liberman, &amp; Trope, 2006)</xref>
          .
Psychological distance is the conceptual distance of an object or behavior from a person’s self
          <xref ref-type="bibr" rid="ref4">(BarAnan, Liberman, &amp; Trope, 2006)</xref>
          . Construal levels range from concrete to abstract and psychological
distance can be divided into four categories: spatial, temporal, social, and hypothetical. Each of the
other categories potentially plays an important a perhaps interrelated role in influencing perception in
gamification. However because of its exploratory scope, this study will only address hypothetical
psychological distance.
        </p>
        <p>
          Hypothetical psychological distance refers to how likely a person perceives something will come to
pass and become reality. CLT posits that the more an object, event, or action is conceived of as
abstract, the more psychologically distant the object, event, or action is perceived as being. This
suggests that when the value of an action or behavior is construed as being abstract, it is also perceived
as being more psychologically distant (low hypotheticality), and associated with unlikeliness
          <xref ref-type="bibr" rid="ref4">(BarAnan, Liberman, &amp; Trope, 2006)</xref>
          . In the case of diabetic adolescents
          <xref ref-type="bibr" rid="ref7">(Cafazzo et al., 2012)</xref>
          , it is very
possible that the value of testing blood-glucose levels and managing these levels is construed as being
abstract, as the testing itself would not lead to any immediate effects or feelings of well-being or
achievement. As such, the benefit (or consequence) of the action itself may be perceived as unlikely
(low hypotheticality). By utilizing game design elements that imbue targeted behavior with easily
perceptible value and feedback, actions or behaviors that are construed to have abstract value can be
ascribed concrete values that can influence user perception not only of their inherent value, but also
their hypotheticality—the possibility of the user being able to carry out the action or behavior. If users
construe the value of target behavior as concrete and possible to achieve, they could potentially be
motivated to carry out these target actions.
        </p>
      </sec>
      <sec id="sec-3-3">
        <title>3.3 Perceived Behavioral Control and Self-Efficacy</title>
        <p>
          So far, this study has identified two possible perception-based effects of gamification: concrete value
of performing target behavior, and increased perception of hypotheticality/possibility of carrying out
target behavior (as a result of the concrete construal level attribution). Each of these gamification
effects on user perception potentially drives engagement with target behaviors. Perceived concrete
value as of itself is useful in influencing behavior because it is likely that an individual with a favorable
evaluation of a behavior will carry out a behavior
          <xref ref-type="bibr" rid="ref1">(Ajzen, 1991)</xref>
          . When gamification facilitates users’
perception of a behaviors value, users become more likely to engage with that behavior. Aside from
this obvious effect, increased perception of higher hypotheticality potentially influences behavior in a
number of different ways through more subtle effects.
Perceived hypotheticality can influence behavior through its effect on perceived behavioral control
          <xref ref-type="bibr" rid="ref1">(Ajzen, 1991; 2002)</xref>
          and perceived self-efficacy
          <xref ref-type="bibr" rid="ref3">(Bandura, 1991)</xref>
          . Perceived behavioral control (PBC)
refers to a person’s perceived control over the performance of behavior
          <xref ref-type="bibr" rid="ref1">(Ajzen, 1991; 2002)</xref>
          while
perceived self-efficacy is the belief in one’s ability to control a tasks outcome
          <xref ref-type="bibr" rid="ref3">(Bandura, 1991)</xref>
          . Both
terms are conceptually similar
          <xref ref-type="bibr" rid="ref1">(Ajzen, 2002)</xref>
          but there have been studies that have distinguished their
foci as being perceived controllability (PBC) and perceived difficulty and confidence in performing a
behavior (self-efficacy)
          <xref ref-type="bibr" rid="ref1 ref19 ref24">(Manstead &amp; Eekelen 1998; Ajzen, 2002; Pertl, Hevey, Thomas, Craig,
Chuinneagáin, &amp; Maher, 2010)</xref>
          . Studies focusing on each of these two concepts utilize different items
in their measurements, and studies have observed how a mixture of items addressing controllability and
difficulty has resulted in poor reliability
          <xref ref-type="bibr" rid="ref24">(Pertl et al., 2010)</xref>
          . We believe these concepts have separate
(but potentially cumulative) impacts on user behavior in gamification: Users are influenced by the
changes to their perception of control over the performance of a behavior, and the intrinsic motivation
to carry out target behavior facilitated by the feeling of self-efficacy.
        </p>
        <p>
          Perceived behavioral control plays an important role in determining performance of a behavior. As
mentioned earlier, one aspect of this psychological distance is hypotheticality, the possibility of
something happening, or in the case of gamification, the possibility for a user to perform (essentially
the user’s control over) a behavior. In gamification, the use of game design elements to imbue target
behavior with concrete value should influence the perceived hypotheticality of carrying out the
behavior, a la construal level theory. Therefore, using game elements such as difficulty levels to denote
different segments of a target behavior should influence player perceptions of control over the
behavior. In the case of a gamified application that aims to help curb smoking behavior, different
extents to which the habit is removed from a user’s daily routine would fall under different difficulty
levels (i.e., level 1 – cut down intake by 70%, level 2 – cut down intake by 50% etc.). This imbues the
abstract and psychologically distal behavior of quitting smoking with smaller and concrete construal
levels that can influence a user’s perceived control over the behavior. The gamified application gives
the user a concrete objective to be achieved that is tiered to appear more easily controlled and thus sees
their control over engaging with the target behavior as higher. If an individual perceives that they have
higher levels of control over the performance of a behavior, they are more likely to carry out the
behavior
          <xref ref-type="bibr" rid="ref1">(Ajzen, 1991; 2002)</xref>
          . By influencing a user’s perceived behavioral control, gamification
potentially motivates engagement with a target behavior.
        </p>
        <p>
          Self-efficacy—the belief in one’s ability to fulfil a task or perform a behavior—is important to
satisfying a person’s need for competency which in turn drives intrinsic motivation for engaging with a
behavior
          <xref ref-type="bibr" rid="ref29">(Ryan &amp; Deci, 2000)</xref>
          . Cognitive evaluation theory (CET), a subtheory within
selfdetermination theory, argues that social-contextual events such as feedback or rewards that facilitate
feelings of competence during performance of behaviors can enhance intrinsic motivation for that
behavior
          <xref ref-type="bibr" rid="ref29">(Ryan &amp; Deci, 2000)</xref>
          . In gamification, game elements replace or facilitate the role of social
contexts by providing immediate and constant feedback and rewards for a user’s engagement with
target behavior. For example, Simões, Redondo, and Vilas’ study applied and integrated gamification
to an extant online learning platform for 6-12 year olds (2012). A key and important objective of the
project was to help students develop social learning skills through their use of the gamified system
(2012). The platform developed in conjunction with the study allowed teachers and parents to
customize feedback and implement point systems that provided students with performance reports
tagged alongside badges and rewards based off how often and how well they participated in social
learning activities (i.e., communal video watching and quiz taking). While the activities themselves
were not made easier or altered by the integration of game elements, the gamified system provided a
platform that allowed users to receive immediate feedback on their performance of the behavior—
important factors in enhancing an individual’s feelings of competence and confidence in carrying out
an action
          <xref ref-type="bibr" rid="ref29">(Ryan &amp; Deci, 2000)</xref>
          . Gamification’s influence on perceived ease and competence therefore
potentially creates the conducive conditions that “can enhance intrinsic motivation” to perform target
behaviors or actions
          <xref ref-type="bibr" rid="ref29">(Ran &amp; Deci, 2000, p. 70)</xref>
          .
        </p>
      </sec>
      <sec id="sec-3-4">
        <title>3.4 Other Perception Based Effects</title>
        <p>
          Aside from the above mentioned effects on user perception that gamification may have and their
capacity to influence behavior, there are numerous other theoretical frameworks that highlight the role
of perception in influencing behavior and so support a perception based approach to gamification. The
basic components of the health belief model for example, stem from established psychological and
behavioral theories that hypothesize that behavior depends mainly on perceived value on a goal and
perceived likelihood that a particular behavior will achieve that goal (Janz &amp; Becker, 1984). The health
belief model consists of four dimensions: perceived susceptibility, perceived severity, perceived
benefits, and perceived barriers, each contributing to an individual’s perception and evaluation of
health actions and the likelihood that these actions will result in prevention of illnesses. In the
technology acceptance model, perceived ease of use and perceived usefulness have been highlighted as
important in determining individual’s use of internet technology
          <xref ref-type="bibr" rid="ref22 ref32">(Venkatesh &amp; Davis, 2000; Moon &amp;
Kim, 2001)</xref>
          . In both of these behavioral models it is the individual’s perception that serves as the
gateway to influencing evaluation of and engagement with important behaviors. With perception
having well documented and studied effects on user behavior, it should therefore be useful to utilize a
perception based approach to understanding how gamification can be effective in achieving its goals.
        </p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Perception Effects Oriented Definition and Model of Gamification</title>
      <p>This study therefore proposes a new definition that accounts for the goal of gamification and a useful
approach to its effectiveness: gamification is the use of game elements to influence users’ value
perceptions of a target behavior in order to motivate action. The use of game elements is a key feature
of gamification, as established in prior gamification literature. However, in specifying a key goal for
gamification, this proposed definition highlights the purposeful design that should be behind the
employment of game elements in a non-game context. The use of game elements in a non-game
context becomes gamification specifically when it is employed in order to motivate engagement with a
target behavior.</p>
      <p>The key process driving gamification’s effectiveness has been argued for in this paper and is proposed
as part of its theoretical definition presented here—that gamification influences users’ perceptions of a
target behavior or action in order to motivate engagement with that behavior/action. Game elements are
used to provide users with concrete values in their engagement with the target behavior. This concrete
value facilitates the influence of users’ perception of the behavior by changing users’ perceived value,
perceived control of, and intrinsic motivation to carry out the behavior. These influences on users’
perceptions potentially drive user engagement with the target behavior. Operationally, effective
gamification would therefore occur when user perceptions of the value of engaging with target
behavior become influenced, leading to an increase in the performance of target behavior.</p>
    </sec>
    <sec id="sec-5">
      <title>5. Discussion and Conclusion</title>
      <p>This paper has argued that gamification’s effectiveness stems from its ability to influence users’
perceptions of behavioral/activity value, and that the utilization of game design elements potentially
motivates engagement with target behavior by influencing users’ perception of the behavior. Through
gamification, the effects of behaviors or activities appear immediate, and their value is perceptibly
concrete to the user. By influencing perception of behavior, gamification therefore potentially creates
environments for self-motivated action. This approach and definition to gamification holds potential
benefits both in theory development as well as in implementation of gamification.</p>
      <p>
        In its current state, this concept is still in need of further development. Deeper analyses and testing will
be necessary to investigate the validity of the suggestions laid out in this paper and to indicate its
usefulness in gamification scholarship and its industrial application. For example, CET specifies that
competence does not enhance intrinsic motivation unless accompanied by a sense of autonomy
        <xref ref-type="bibr" rid="ref29">(Ryan
&amp; Deci, 2000)</xref>
        . Would the use of gamification, which potentially creates a perceptibly external system
of values to motivate action, reduce user feelings of autonomy—an internal perceived locus of
causality? Future theoretical developments and implementations of gamification should take this into
consideration. Future studies will also need to empirically test the premise that if users perceive the
target behavior as possible and of concrete value, they should be more motivated to carry out these
target actions. This can be carried out fairly simply through a pre-test questionnaire establishing users’
base evaluations of a target behavior, having them undergo the gamification treatment, and then
conducting a post-test that can be compared with users’ pre-test attitudes and perceptions regarding the
behavior. In addition, testing should be carried out to better understand the effects of influenced
perceptions of hypotheticality. Further studies should be conducted to better understand whether the
effects of perceived behavioral control and self-efficacy are additive or have separate and
noncorrelative effects, as well as to establish whether either of the two may be more effective.
While it perhaps raises more questions than answers, this paper’s focus on perception influence in
gamification practices and scholarship can serve as an important avenue for further discussion on
gamification effects, and effective gamification. With the approaches and definitions set forth in this
paper, perhaps more ground can be broken in order to better utilize the field that is gamification.
Denis, G., &amp; Jouvelot, P. (2005, June). Motivation-driven educational game design: applying best
practices to music education. In N.Lee, Proceedings of the 2005 ACM SIGCHI International
Conference on Advances in computer entertainment technology (pp. 462-465). ACM.
      </p>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          <string-name>
            <surname>Ajzen</surname>
            ,
            <given-names>I.</given-names>
          </string-name>
          (
          <year>1991</year>
          ).
          <article-title>The theory of planned behavior. Organizational behavior and human decision processes</article-title>
          ,
          <volume>50</volume>
          ,
          <fpage>179</fpage>
          -
          <lpage>211</lpage>
          . doi:
          <volume>10</volume>
          .1016/
          <fpage>0749</fpage>
          -
          <lpage>5978</lpage>
          (
          <issue>91</issue>
          )
          <fpage>90020</fpage>
          -
          <string-name>
            <surname>t Ajzen</surname>
            ,
            <given-names>I.</given-names>
          </string-name>
          (
          <year>2002</year>
          ).
          <article-title>Perceived behavioral control, Self‐Efficacy, locus of control, and the theory of planned behavior</article-title>
          .
          <source>Journal of Applied Social Psychology</source>
          ,
          <volume>32</volume>
          ,
          <fpage>665</fpage>
          -
          <lpage>683</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          <string-name>
            <surname>Arnab</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Lim</surname>
            ,
            <given-names>T.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Carvalho</surname>
            ,
            <given-names>M. B.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Bellotti</surname>
            ,
            <given-names>F.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Freitas</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Louchart</surname>
            , Suttie,
            <given-names>N.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Berta</surname>
            ,
            <given-names>R.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>De Gloria</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          (
          <year>2015</year>
          ).
          <article-title>Mapping learning and game mechanics for serious games analysis</article-title>
          .
          <source>British Journal of Educational Technology</source>
          ,
          <volume>46</volume>
          ,
          <fpage>391</fpage>
          -
          <lpage>411</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref3">
        <mixed-citation>
          <string-name>
            <surname>Bandura</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          (
          <year>1991</year>
          ).
          <article-title>Social cognitive theory of self-regulation</article-title>
          .
          <source>Organizational Behavior and Human Decision Processes</source>
          ,
          <volume>50</volume>
          ,
          <fpage>248</fpage>
          -
          <lpage>287</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref4">
        <mixed-citation>
          <string-name>
            <surname>Bar-Anan</surname>
            ,
            <given-names>Y.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Liberman</surname>
            ,
            <given-names>N.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Trope</surname>
            ,
            <given-names>Y.</given-names>
          </string-name>
          (
          <year>2006</year>
          ).
          <article-title>The association between psychological distance and construal level: evidence from an implicit association test</article-title>
          .
          <source>Journal of Experimental Psychology: General</source>
          ,
          <volume>135</volume>
          ,
          <fpage>609</fpage>
          -
          <lpage>622</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref5">
        <mixed-citation>
          <string-name>
            <surname>Bouca</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          (
          <year>2012</year>
          ).
          <article-title>Mobile communication, gamification and ludification</article-title>
          .
          <source>In Proceedings of the 16th international academic Mindtrek conference on media of the future</source>
          (pp.
          <fpage>295</fpage>
          -
          <lpage>301</lpage>
          ). ACM.
        </mixed-citation>
      </ref>
      <ref id="ref6">
        <mixed-citation>
          <string-name>
            <surname>Breuer</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Bente</surname>
            ,
            <given-names>G.</given-names>
          </string-name>
          (
          <year>2010</year>
          ).
          <article-title>Why so serious? On the relation of serious games and learning</article-title>
          .
          <source>Journal for Computer Game Culture</source>
          ,
          <volume>4</volume>
          ,
          <fpage>7</fpage>
          -
          <lpage>24</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref7">
        <mixed-citation>
          <string-name>
            <surname>Cafazzo</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Casselman</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Hamming</surname>
            ,
            <given-names>N.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Katzman</surname>
            ,
            <given-names>D.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Palmert</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          (
          <year>2012</year>
          ).
          <article-title>Design of an mHealth app for the self-management of adolescent type 1 diabetes: A pilot study</article-title>
          .
          <source>Journal of Medical Internet Research</source>
          ,
          <volume>14</volume>
          (
          <issue>3</issue>
          ),
          <fpage>1</fpage>
          -
          <lpage>12</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref8">
        <mixed-citation>
          <string-name>
            <surname>Chen</surname>
            ,
            <given-names>Y.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Burton</surname>
            ,
            <given-names>T.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Vorvoreanu</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Whittinghill</surname>
            ,
            <given-names>D. M.</given-names>
          </string-name>
          (
          <year>2015</year>
          ).
          <article-title>Cogent: A case study of meaningful gamification in education with virtual currency</article-title>
          .
          <source>International Journal of Emerging Technologies in Learning</source>
          ,
          <volume>10</volume>
          ,
          <fpage>39</fpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref9">
        <mixed-citation>
          <string-name>
            <surname>Deterding</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          (
          <year>2011</year>
          ).
          <article-title>Situated motivational affordances of game elements: A conceptual model</article-title>
          . In Gamification:
          <article-title>Using game design elements in non-gaming contexts</article-title>
          , a workshop at CHI.
        </mixed-citation>
      </ref>
      <ref id="ref10">
        <mixed-citation>
          <string-name>
            <surname>Deterding</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Dixon</surname>
            ,
            <given-names>D.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Khaled</surname>
            ,
            <given-names>R.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Nacke</surname>
            ,
            <given-names>L.</given-names>
          </string-name>
          (
          <year>2011</year>
          ).
          <article-title>From game design elements to gamefulness: defining gamification</article-title>
          .
          <source>In Proceedings of the 15th international academic MindTrek conference on envisioning future media environments</source>
          (pp.
          <fpage>9</fpage>
          -
          <lpage>15</lpage>
          ). ACM.
        </mixed-citation>
      </ref>
      <ref id="ref11">
        <mixed-citation>
          <string-name>
            <surname>Deterding</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          (
          <year>2014</year>
          ).
          <article-title>Eudaimonic design, or: Six invitations to rethink gamification</article-title>
          . In F. Mathias, S.
        </mixed-citation>
      </ref>
      <ref id="ref12">
        <mixed-citation>
          <string-name>
            <surname>Fizek</surname>
            ,
            <given-names>P.</given-names>
          </string-name>
          <string-name>
            <surname>Ruffino</surname>
            ,
            <given-names>N.</given-names>
          </string-name>
          <string-name>
            <surname>Schrape</surname>
          </string-name>
          , Rethinking Gamification (pp.
          <fpage>301</fpage>
          -
          <lpage>331</lpage>
          ). Lüneburg: Meson Press.
        </mixed-citation>
      </ref>
      <ref id="ref13">
        <mixed-citation>
          <string-name>
            <surname>Ermi</surname>
            ,
            <given-names>L.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Mäyrä</surname>
            ,
            <given-names>F.</given-names>
          </string-name>
          (
          <year>2005</year>
          ).
          <article-title>Fundamental components of the gameplay experience: Analyzing immersion</article-title>
          . In S. Castell, &amp; J.
          <string-name>
            <surname>Jenson</surname>
          </string-name>
          , Changing views: Worlds in play (pp.
          <fpage>15</fpage>
          -
          <lpage>27</lpage>
          ). Vancouver, Canada.
        </mixed-citation>
      </ref>
      <ref id="ref14">
        <mixed-citation>
          <string-name>
            <surname>Hamari</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Koivisto</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Sarsa</surname>
            ,
            <given-names>H.</given-names>
          </string-name>
          (
          <year>2014</year>
          ).
          <article-title>Does gamification work?--a literature review of empirical studies on gamification</article-title>
          .
          <source>In Proceedings of the 47th Hawaii international conference on system sciences (pp</source>
          .
          <fpage>3025</fpage>
          -
          <lpage>3034</lpage>
          ). ACM.
        </mixed-citation>
      </ref>
      <ref id="ref15">
        <mixed-citation>
          <string-name>
            <surname>Huotari</surname>
            ,
            <given-names>K.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Hamari</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          (
          <year>2012</year>
          ).
          <article-title>Defining gamification: a service marketing perspective</article-title>
          .
          <source>In Proceeding of the 16th international academic MindTrek conference</source>
          (pp.
          <fpage>17</fpage>
          -
          <lpage>22</lpage>
          ). ACM.
        </mixed-citation>
      </ref>
      <ref id="ref16">
        <mixed-citation>
          <string-name>
            <surname>Klug</surname>
            ,
            <given-names>G. C.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Schell</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          (
          <year>2006</year>
          ).
          <article-title>Why people play games: An industry perspective</article-title>
          . In Vorderer P., Playing video games: Motives, responses, and consequences (pp.
          <fpage>91</fpage>
          -
          <lpage>100</lpage>
          ). New York, NY: Taylor &amp; Francis.
        </mixed-citation>
      </ref>
      <ref id="ref17">
        <mixed-citation>
          <string-name>
            <surname>Lee</surname>
            ,
            <given-names>K. M.</given-names>
          </string-name>
          (
          <year>2004</year>
          ).
          <article-title>Presence, explicated</article-title>
          .
          <source>Communication Research</source>
          ,
          <volume>14</volume>
          (
          <issue>1</issue>
          ),
          <fpage>27</fpage>
          -
          <lpage>50</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref18">
        <mixed-citation>
          <string-name>
            <surname>Liberman</surname>
            ,
            <given-names>N.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Trope</surname>
            ,
            <given-names>Y.</given-names>
          </string-name>
          (
          <year>1998</year>
          ).
          <article-title>The role of feasibility and desirability considerations in near and distant future decisions: A test of temporal construal theory</article-title>
          .
          <source>Journal of Personality and Social Psychology</source>
          ,
          <volume>75</volume>
          ,
          <fpage>5</fpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref19">
        <mixed-citation>
          <string-name>
            <surname>Manstead</surname>
            ,
            <given-names>A. S.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Eekelen</surname>
            ,
            <given-names>S. A.</given-names>
          </string-name>
          (
          <year>1998</year>
          ).
          <article-title>Distinguishing between perceived behavioral control and self‐efficacy in the domain of academic achievement intentions and behaviors</article-title>
          .
          <source>Journal of Applied Social Psychology</source>
          ,
          <volume>28</volume>
          ,
          <fpage>1375</fpage>
          -
          <lpage>1392</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref20">
        <mixed-citation>
          <string-name>
            <surname>Mitgutsch</surname>
            ,
            <given-names>K.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Alvarado</surname>
            ,
            <given-names>N.</given-names>
          </string-name>
          (
          <year>2012</year>
          ).
          <article-title>Purposeful by design?: a serious game design assessment framework</article-title>
          .
          <source>In Proceedings of the International Conference on the foundations of digital games</source>
          (pp.
        </mixed-citation>
      </ref>
      <ref id="ref21">
        <mixed-citation>
          121-
          <fpage>128</fpage>
          ). ACM.
        </mixed-citation>
      </ref>
      <ref id="ref22">
        <mixed-citation>
          <string-name>
            <surname>Moon</surname>
            ,
            <given-names>J. W.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Kim</surname>
            ,
            <given-names>Y. G.</given-names>
          </string-name>
          (
          <year>2001</year>
          ).
          <article-title>Extending the TAM for a World-Wide-Web context</article-title>
          .
          <source>Information &amp; Management</source>
          ,
          <volume>38</volume>
          ,
          <fpage>217</fpage>
          -
          <lpage>230</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref23">
        <mixed-citation>
          <string-name>
            <surname>Moyer-Gusé</surname>
            ,
            <given-names>E.</given-names>
          </string-name>
          (
          <year>2008</year>
          ).
          <article-title>Toward a theory of entertainment persuasion: Explaining the persuasive effects of entertainment-education messages</article-title>
          .
          <source>Communication Theory</source>
          ,
          <volume>18</volume>
          ,
          <fpage>407</fpage>
          -
          <lpage>425</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref24">
        <mixed-citation>
          <string-name>
            <surname>Pertl</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Hevey</surname>
            ,
            <given-names>D.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Thomas</surname>
            ,
            <given-names>K.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Craig</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Chuinneagáin</surname>
            ,
            <given-names>S. N.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Maher</surname>
            ,
            <given-names>L.</given-names>
          </string-name>
          (
          <year>2010</year>
          ).
          <article-title>Differential effects of self-efficacy and perceived control on intention to perform skin cancer-related health behaviors</article-title>
          .
          <source>Health Education Research</source>
          ,
          <volume>25</volume>
          ,
          <fpage>769</fpage>
          -
          <lpage>779</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref25">
        <mixed-citation>
          <string-name>
            <surname>Pinelle</surname>
            ,
            <given-names>D.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Wong</surname>
            ,
            <given-names>N.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Stach</surname>
            ,
            <given-names>T.</given-names>
          </string-name>
          (
          <year>2008</year>
          ).
          <article-title>Heuristic evaluation for games: usability principles for video game design</article-title>
          .
          <source>In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems</source>
          (pp.
          <fpage>1453</fpage>
          -
          <lpage>1462</lpage>
          ). New York, NY: ACM.
        </mixed-citation>
      </ref>
      <ref id="ref26">
        <mixed-citation>
          <string-name>
            <surname>Oliver</surname>
            ,
            <given-names>M. B.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Bowman</surname>
            ,
            <given-names>N. D.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Woolley</surname>
            ,
            <given-names>J. K.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Rogers</surname>
            ,
            <given-names>R.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Sherrick</surname>
            ,
            <given-names>B. I.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Chung</surname>
            ,
            <given-names>M. Y.</given-names>
          </string-name>
          (
          <year>2016</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref27">
        <mixed-citation>
          <article-title>Video games as meaningful entertainment experiences</article-title>
          .
          <source>Psychology of Popular Media Culture</source>
          ,
          <volume>5</volume>
          ,
          <fpage>390</fpage>
          -
          <lpage>401</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref28">
        <mixed-citation>
          <string-name>
            <surname>Przybylski</surname>
            ,
            <given-names>A. K.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Rigby</surname>
            ,
            <given-names>C. S.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Ryan</surname>
            ,
            <given-names>R. M.</given-names>
          </string-name>
          (
          <year>2010</year>
          ).
          <article-title>A motivational model of video game engagement</article-title>
          .
          <source>Review of General Psychology</source>
          ,
          <volume>14</volume>
          ,
          <fpage>154</fpage>
          -
          <lpage>166</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref29">
        <mixed-citation>
          <string-name>
            <surname>Ryan</surname>
            ,
            <given-names>R.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Deci</surname>
            ,
            <given-names>E.</given-names>
          </string-name>
          (
          <year>2000</year>
          ).
          <article-title>Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being</article-title>
          .
          <source>American Psychologist</source>
          ,
          <volume>55</volume>
          ,
          <fpage>68</fpage>
          -
          <lpage>76</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref30">
        <mixed-citation>
          <string-name>
            <surname>Simões</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Redondo</surname>
            ,
            <given-names>R. D.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Vilas</surname>
            ,
            <given-names>A. F.</given-names>
          </string-name>
          (
          <year>2013</year>
          ).
          <article-title>A social gamification framework for a K-6 learning platform</article-title>
          .
          <source>Computers in Human Behavior</source>
          ,
          <volume>29</volume>
          ,
          <fpage>345</fpage>
          -
          <lpage>353</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref31">
        <mixed-citation>
          <string-name>
            <surname>Slater</surname>
            ,
            <given-names>M. D.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Rouner</surname>
            ,
            <given-names>D.</given-names>
          </string-name>
          (
          <year>2002</year>
          ).
          <article-title>Entertainment-education and elaboration likelihood: Understanding the processing of narrative persuasion</article-title>
          .
          <source>Communication Theory</source>
          ,
          <volume>12</volume>
          ,
          <fpage>173</fpage>
          -
          <lpage>191</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref32">
        <mixed-citation>
          <string-name>
            <surname>Venkatesh</surname>
            ,
            <given-names>V.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Davis</surname>
            ,
            <given-names>F. D.</given-names>
          </string-name>
          (
          <year>2000</year>
          ).
          <article-title>A theoretical extension of the technology acceptance model: Four longitudinal field studies</article-title>
          .
          <source>Management Science</source>
          ,
          <volume>46</volume>
          ,
          <fpage>186</fpage>
          -
          <lpage>204</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref33">
        <mixed-citation>
          <string-name>
            <surname>Vorderer</surname>
            ,
            <given-names>P.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Hartmann</surname>
            ,
            <given-names>T.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Klimmt</surname>
            ,
            <given-names>C.</given-names>
          </string-name>
          (
          <year>2003</year>
          ).
          <article-title>Explaining the enjoyment of playing video games: the role of competition</article-title>
          .
          <source>In Proceedings of the second international conference on Entertainment computing</source>
          (pp.
          <fpage>1</fpage>
          -
          <lpage>9</lpage>
          ). Carnegie Mellon University.
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>