=Paper= {{Paper |id=Vol-1978/paper3 |storemode=property |title=A Theoretical Perspective on the Inner Workings of Gamification in the Workplace |pdfUrl=https://ceur-ws.org/Vol-1978/paper3.pdf |volume=Vol-1978 |authors=Robin Brouwer,Kieran Conboy |dblpUrl=https://dblp.org/rec/conf/mindtrek/BrouwerC17 }} ==A Theoretical Perspective on the Inner Workings of Gamification in the Workplace== https://ceur-ws.org/Vol-1978/paper3.pdf
  A Theoretical Perspective on the Inner workings of Gamification in the
                                Workplace
                   Robin S. Brouwer                                                      Kieran Conboy
         National University of Ireland Galway                                National University of Ireland Galway
              robin@projectgamify.com                                             kieran.conboy@nuigalway.ie


                            Abstract                                    and motivation [4,9,61]. Early academic research into the
                                                                        “simple“ relationship between the use of gamification
     Typically, gamification intends to afford gameful                  design, defined as the application of game-design elements
     experiences in non-game contexts with the goal of                  and game principles in non-game contexts [13], has
     promoting desired behaviour. There are however                     supplied empirical support for the use of gamification
     many gamified designs that fail to achieve these                   design elements and the increased performance and effort
     goals and there is a lack of theory that can help to               on work related tasks by employees [2,17,19,24]. The
     explain why some gamified designs are effective                    simple view of gamification helped give rise to
     while others are not. Within this paper a theoretical              gamification applications and experiments in which game
     perspective is proposed towards explaining the                     elements like points, badges and leaderboards where added
     inner workings of gamification in the workplace.                   to work processes in order to increase performance. The
     Specifically the theoretical model aims to explain                 majority of these applications and experiments only tested
     how gamification design elements concurrently                      short-term effects and generally found a positive connection
     affect motivation towards desired behaviour and                    between the application of game design elements and a
     the experience of gamefulness. We draw on                          performance measure [27]. These types of gamification
     expectancy theory to explain how gamification                      applications generating mainly short term effects received
     design elements influence motivation and propose                   criticism for not driving sustained engagement, motivation
     to measure the potential for a gameful experience                  or increased effort [7,53], while even risking long term
     through the effect a design has on psychological,                  harm to intrinsic motivation for the tasks that were gamified
     affective and consciousness altering states.                       [29]. Perhaps as a result of this criticism, or through its own
                                                                        evolution, the view on what gamification is has changed in
Introduction                                                            recent years, and gamification evangelists like Yu-Kai
                                                                        Chou and Gabe Zichermann started to refer to gamification
Gamification is becoming increasingly prevalent in the                  as behavioural design or behavioural engineering [11,12]
workplace as a means to increase organisational                         with a focus on utilising game techniques and game
performance while making the process of the work itself                 thinking in designing for sustained engagement and
more rewarding [10,14,15,42]. The market for gamification               motivation.
technology in the workplace is expected to grow from USD                Gamification was recently redefined by Huotari and Hamari
1.65 billion in 2015 to USD 11.10 billion in 2020. Some of              [33] as a process of enhancing a service with affordances
the main drivers of this growth are the promise of                      for gameful experiences in order to support users’ overall
gamification technology to increase employee motivation                 value creation. Within this definition the main goal of using
and satisfaction, and as a result organisational performance            a gamification design approach is to induce a gameful
[55]. Despite its recent upwards trend in adoption, and the             experience. Furthermore game elements were not
increased research to investigate this new approach, little is          specifically necessary in order for a design to be classified
known about the inner workings of gamification design [59]              as gamified. Instead the intent of the designer in terms of
making it difficult to measure the effects of independent               achieving a gameful experience took precedent over the
gamification design elements on its intended goals. Without             shape of the design. Aside from the experiential goal of a
being able to measure these inner workings designers lack               gamified design, it also has the goal of affecting behaviours
the data to make data-driven design decisions, or even                  as desired by the designer [42].
understand why certain gamification designs are effective in            The current challenge in the field of gamification research
achieving their goals, while others are not.                            is to provide validated theoretical underpinnings as to how
Gamification design has often been introduced in                        gamification design elements lead to the achievement of
companies as a simple method to increase employee focus                 gamification goals, namely the gameful experience and
on high value activities and drive employee engagement                  affecting user behaviour [41,58,59].
Copyright © by the paper’s authors. Copying permitted for               Within this paper we address this challenge by taking a two
private and academic purposes.
In: M. Meder, A.Rapp, T. Plumbaum, and F. Hopfgartner (eds.):           pronged approach. First, by placing gamification in the
Proceedings of the Data-Driven Gamification Design Workshop, Tampere,   context of work design we review the available literature
Finland, 20-September-2017, published at http://ceur-ws.org             that explains the inner workings of work design in relation
to employee behaviour. Based on this review we asses              gamification design in relation to its effect on behaviour,
whether existing validated theories within the context of the     the cognition based models are more suited as gamification
workplace can help to explain how the application of              designs are consistently positioned to influence behaviour
gamification design elements can affect employee                  on a task level [59].
behaviour. Second, we review existing literature on               While each of the cognition based models included are
gamification and psychology to understand how                     similar in terms of their ability to affect behaviour they are
gamification design elements induce a gameful experience          different in terms of their inputs and explanation as to how
among the employees working with the gamified system.             they affect behaviour. Upon closer examination some of the
The academic purpose of this paper is to provide a                theories are closely related, for example the self-efficacy
theoretical framework grounded in theories that are already       theory and the goal-setting theory both discuss how
validated within the context of work. From a practical            motivation for a difficult task can vary according to its
perspective we expect that the measurement of the inner           difficulty and the availability of constructive feedback. On
workings of gamification will provide data that helps             the other hand theories like Self Determination theory and
designers to make data-driven design choices aimed at both        Equity theory describe very different process and share no
experiential and behavioural goals.                               similarities.
                                                                  While each of the individual theories provides valuable and
How Gamification Design Affects Behaviour                         in-depth insights into how changes in the work environment
                                                                  affect employee behaviour, expectancy theory is the only
Gamification design approaches have been utilised in the          theory that is able to encompass the other theories into an
workplace to achieve a variety of behavioural goals.              inclusive model and provide directions as to how
including increased engagement & productivity [46,54],            motivation to act can be measured [62].
change management [32] and organisational citizenship
behaviour [34,54]. While these goals are not exclusive to         Expectancy Theory and Motivation to Act
gamification design approaches, they are recognised as
goals that are susceptible to be strongly and positively          In expectancy theory Vroom proposes that wether or not an
affected by a gamification approach. The current challenge,       employee will choose a specific course of action is the
as gamification is a relatively new field and theories about      result of the motivational force associated with that specific
its inner workings are scarce and not yet validated [59], is      course of action exceeding the motivational force
to understand the theoretical background as to why                associated with other voluntary alternatives that the
gamification designs elements are adept at achieving these        employee has. According to Vroom motivational force
behavioural goals.                                                (MF) is a product of expectancy, instrumentality and
While the gamification design approach may be novel, the          valence
general pursuit to influence employee behaviour to achieve
organisational goals has a long history in academics.                   (MF) = Expectancy x Instrumentality x Valence
Gamification design is similar to many earlier work design
models in that it explains how deliberate changes by the          An individual’s expectancy is the cognitive belief that a
employer to the work environment affect the motivation of         certain amount of effort will lead to the successful
the employee to perform work related tasks. Theories from         performance of the intended task (e.g. I am able to meet the
the field of job design that fit within these criteria can be     deadline). Expectancy has been likened to self-efficacy [23,
divided into two main areas. First, there are the need based      38] as both constructs discuss the relationship between self-
models like the Need theory [39] the Job Characteristics          perceived capability of the employee in regards to the task
model [26], and the 4-Drive model [47] which focus on             at hand and the amount of effort the employee expects to
fulfilment of biological or psychological needs through job       need to invest into the task in order to be successful.
and workplace design in oder to increase overall motivation       The instrumentality of successful performance lies in the
for the work. Within these theories motivation is defined as      cognitive belief that performing the task will indeed lead to
the effort that an employee applies and maintains towards         a desired result (e.g. meeting the deadline is likely to get
organisational goals [49]. Second, there are the cognition        noticed). Instrumentality is closely related to distributive
based models in which motivation is defined as the                and procedural justice as perceived fairness and
conscious decision to perform a behaviour as desired by the       transparency of reward and resource distribution will
employer (instead of performing alternative available             increase the belief that performance will actually lead to the
courses of action) [62]. Within this definition it is proposed    expected result [3].
that an employee makes deliberate choices in terms of the         Lastly the valence of a result lies in the value that a person
level of effort they plan to contribute on specific tasks.        attributes to that result (e.g. meeting the deadline is
Theories that fit within this description include expectancy      important for a coveted promotion) Valence is closely
theory [62], self-efficacy theory [5], equity theory [1], goal-   related to both the self-determination theory and goal-
setting theory [38] and self-determination theory [56]. Each      setting theory in that they propose that individuals decide to
of these theories propose that changes to the work                enact a desired behaviour if that action can result in the
environment need to be made on a task level and take into         attainment of intrinsically or extrinsically motivated goals
account contextual differences of the work environment.           [38,56]. In other words, an individual that is faced with the
For the purpose of explaining the inner workings of               option of performing an action will make a value judgement
                                                                  on the desired outcomes that an action could potentially
deliver. As employers and designers we can influence this         How Gamification Designs Induce Gameful
valuation by increasing awareness of existing motivational
affordances (rewards, benefits, compensations) that are           Experiences
most likely to be valued by the employee, or add                  The term gamefulness was first suggested by McGonigal
motivational affordances to the design in the hopes that they     [40] to describe the unique experiential condition of games.
are desired by the user.                                          Rather than using the term gamification which was at that
                                                                  time being criticised for the defining of a design approach
How Gamification Design Elements Can Positively                   by its shape (e.g. it looks like a game), she opted for the
Affect Instrumentality, Expectancy and Valence.                   term gameful design which would define the design
By using the expectancy theory it becomes possible to             approach by its experience (e.g. it feels like a game). While
recognise how game design elements can have a positive            the concept of a gameful experience has been accepted as
effect on motivation to perform a desired behaviour               an adept way to describe the aim of gamification there is
through an increase on instrumentality, expectancy and            still debate on what a gameful experience is and which
valence (Figure 1). For example, procedural justice and           exact conditions are needed to label an experience as
perceived understanding of the performance appraisal              gameful [33]. Furthermore the only valid way to measure a
                                                                  gameful experience would be through self-reporting as
system have a positive effect on the instrumentality of
                                                                  games and gamified designs can induce a gameful
performance through improved predictability and                   experience in one person, while failing to induce a gameful
controllability of the outcome resulting from successful          experience in others. (e.g. through a difference in skill or
performance [31, 64]. Procedural justice is fostered when         affect) [28].
decision-making processes adhere to a number of specific          Within their paper on the definition of gamification, Huotari
rules [64]. As such game design elements like clear and           and Hamari [33] propose a starting point towards describing
transparent game rule systems and transparent fixed ratio         a gameful experience by referring to specific psychological
reward systems can through procedural justice lead to an          factors/ experiential states associated with games. This
increase in instrumentality associated with a desired             initial list, which is by no means proposed as all inclusive,
behaviour.                                                        can be divided into three distinct constructs (Table 1.). First,
Relationships between attributed valence and gamification         it is possible to distinguish psychological states experienced
design elements are not deterministic as they are dependent       during needs fulfilment the most commonly referred to in
on context and individual predispositions. There are              gamification research being the psychological states
however tendencies for these relationships [30], and as such      proposed in the self determination theory: mastery,
a variety of different design elements like quests, badges,       relatedness, and competence [56.59]. Second, we can
character stats, etc, carry the potential to create valence for   recognise affective states resulting from emotional arousal
several different salient goals and/ or needs [15].               (e.g. suspense [13]). Third, we can recognise psychological
Last, an example as to how game design elements can                factors like immersion and flow which are best defined as
increase expectancy can be recognised in the common use           an altered state of consciousness brought about by deep
of immediate positive feedback systems as a way to                engagement with an activity [8,43].
increase self-efficacy [48].

                                                                    Table 1. Experiential states characteristic for games, by
                                                                                              type

                                                                   Experiential states [33]       Type of state
                                                                   Competence                     Psychological state

                                                                   Relatedness                    Psychological state

                                                                   Mastery/ achievement           Psychological state

                                                                   Hedonic pleasure               Affective state

                                                                   Suspense                       Affective state

                                                                   Immersion                      Consciousness altering state

                                                                   Flow                           Consciousness altering state
Figure 1. How Gamification Design Affects Behaviour
                                                                       Adapted from Huotari & Hamari 2017, pp 23 [33].
In summary, there are no clear set of conditions that           We have used the term consciousness alteration to describe
constitute a gameful experience, and as gameful                 the experience of detachment from the physical reality and
experiences are individualistic in nature it is impossible      a sense of merging with the game environment by losing
toguarantee that a certain game or gamification design will     awareness of the mediating technology [21]. The most
induce a gameful experience among all users. We can             notable constructs describing such experiences are
however try to deduce what a gameful experience is by           presence, immersion and flow, and while each of these
asking those that experienced them, and preliminary             constructs have distinguishing factors, they share the
findings suggest psychological states experienced during        experience of being “in the game environment”. There is a
need fulfilment, affective states experienced during            broad understanding within the general game community
emotional arousal and altered states of consciousness           about these constructs, but on an academic level there is
experienced during deep engagement with the gamified            still an avid discussion about what causes these states and
environment. From a design perspective this means that          what defines them [36].
adding game elements that create suspense, or conditions        A starting point for explaining how the different states may
that facilitate flow or immersion are not guaranteed to         be interconnected has been coined by Ermi and Mäyrä [18],
create a gameful experience, they are however more likely       they propose that immersion is a manifold construct that
to do so than gamified environments in which the design         can be conceptualised in terms of sensory immersion,
has not included elements that induce emotional arousal,        closely resembling presence, challenge based immersion,
need fulfilment or immersion.                                   closely resembling flow and imaginative immersion, which
                                                                shares similarities with narrative immersion [57]. Using this
How Gamification Design Elements Influence                      description of immersion Nacke and Lindley [43] suggested
Psychological States Through Psychological Need                 design criteria that could induce these different states of
Fulfilment.                                                     immersion including a complex and explorable virtual
                                                                environment in which the player needs to finds its own
A broad appeal of games is based on the ability of games to     route, challenge levels in which adversaries increase in
fulfil the psychological needs of players. For example          difficulty, sensory effects suitable for the environment
players can experience pleasurable feelings of competence       (lightning, sounds, scripted and responsive animations),
through receiving informational performance feedback in         feedback systems in the form of rewards, mood enhancing
the forms of points and levels [16,51]. Specifically            aesthetics (variety of models, dynamic lighting and ambient
feedback that is made juicy, by for example providing           sounds) and narrative framing. Initial experimental results
context in the form of a narrative emphasising meaning or       indeed show an increase in experienced immersion when
significance, can create immediate pleasurable experiences      these factors are present although no specific insight is
enhancing this experience of feeling competent [37].            available about which specific factors were more important
Aside from competence other psychological need fulfilment       and whether they are influenced by individual
like the experience of relatedness or belonging can be          predispositions of the players [43]. While the state of
induced by playing with others [51]. Psychological need         immersion is viewed as critical to game enjoyment,
satisfaction occurs across different demographics of            immersion being the outcome of a good game experience,
players, within a variety of genres and content, as such they   the enjoyment from immersion can also be a result of
can be expected to generate a pleasure experience to            allowing the user to momentarily lose self-consciousness
different player types and across different behavioural goals   [44]. In a sense immersion allows a player to have a
[51].                                                           pleasurable distraction in which they can detach themselves
When it comes to the pleasurable experience of autonomy         from everyday worries and evaluation by others and escape
and control the negative effect of too little autonomy of       for a period into the game or task environment. [36].
control is more visible than situations where control and
autonomy are present in the right amount. For example           How Game Design Elements Influence Affective States
unintuitive designs or complex controls with which a user is    by Eliciting Emotions.
not familiar mitigate the opportunity for a positive user
experience [45]. Furthermore, gamified environments in          Another important reason for many players to engage in
which players make use of intuitive controls allowing them      games is the ability of game environments and game play to
to focus on game play rather than game mechanics                invoke strong emotional responses [52, 60]. Emotions
increased the potential for a user to experience presence.      commonly associated with gameplay include suspense [13,
Presence is a state in which players feel immersed in the       35,37], frustration [22,50], thrill [25, 52] and relief [25, 63].
game environment and substitute the physical reality for the    Emotions are typically described in terms of dimensions of
virtual reality. Players experiencing presence are desirable    valence and arousal, where the valence dimensions
for game designers as it is directly related to how gameplay    described the degree to which the affective experience is
itself satisfies psychological needs [51].                      positive or negative and the arousal dimension indicates the
                                                                level of activation ranging from excited to to sleepy [6].
How Game Design Elements Alter Consciousness                    Within these emotional dimensions games are commonly
Through Deep Engagement.                                        designed to elicit emotions higher on the arousal range with
                                                                valences related to both positive (e.g. thrill) and negative
There are several ways in which players that are deeply         affects (e.g frustration).
engaged in a game can experience consciousness alteration.      When designing a game, or gamified environment that
                                                                 response to events (e.g. blurring, shaking screens when
   Table 2. Sources that create emotional cues in games
                                                                 recovering from a blast in a first person shooter) [20].
                                                                 While research into affective design is relatively new its
                         Audience roles                          importance for a pleasurable game experience has long
                                                                 been acknowledged among practitioners, as such it is
 Type of emotion         Observer            Actor-              expected to facilitate a gameful experience in gamified
                         participant         participant         environments as well.
                                                                 In summary, gameful experiences are subjective and game
 Ecological              Sensory             Proprioceptio
                                                                 or gamified designs cannot be certain in inducing a gameful
                         environment         n
                                                                 experience in all users at all times. Gamification design
 Narrative               Narrative           Role-play           elements can however help to facilitate gameful
                         situations                              experiences through their ability to induce psychological,
                                                                 affective and consciousness altering states (Figure 2).
 Game                    Game events         Gameplay
                                                                 Conclusion
 Artefact                Design              Creations by
                                             player              An increasing amount of organisations consider, or are
                                                                 already, using a gamification design approach to increase
              Adapted from Frome, 2007 [20]                      employee motivation towards specific tasks while providing
                                                                 them with a gameful experience [55]. Gamification design
                                                                 uses game design elements with the aim to achieve both
elicits emotion distinctions can be made in regards to the
                                                                 behavioural and experiential goals concurrently [13,42,59]
type of audience (Table 2) as a player can receive emotional
                                                                 allowing for task-level design that carries benefits for both
cues as an observer, or as an active participant [20].
                                                                 the employer and employee. The current state of research
Furthermore the emotional cues can come from four distinct
                                                                 about gamified designs has evolved from whether it works
sources of emotion within a game environment [20] (Table
                                                                 to how or why it works [59]. Within this paper we outlined
2). The first proposed source is that related to the game
                                                                 a theoretical proposal that aims to explain a potential
itself in terms of winning, losing, progressing. The second
                                                                 answer to this question. Aside from providing a theoretical
source of emotional cues comes from the narrative related
                                                                 perspective about the inner workings of gamification our
to the game and can be related to the protagonist, antagonist
                                                                 focus has been on making use, where possible, of existing
or a representation of the players within the game (e.g. role-
                                                                 validated theories that use measurable factors and
play). A third source for emotional cues comes from the
                                                                 constructs.
artefacts in the game which can include the artful and
                                                                 Within our model (Figure 3) the starting point of
aesthetic designs as created by the game designer but also
                                                                 measurement are the gamification design elements that an
the creation made by the player him or herself. Lastly there
                                                                 employee interacts with in the execution of a task. It is
are the emotional cues coming from the ecological
                                                                 important to understand that the game design elements that
(sensory) environment of the player as observer and the
                                                                 an employee interacts with include contextual and pre-
more visceral responses that they potentially elicit. From an
                                                                 existing motivational conditions including for example
active participant perspective the player can experience
                                                                 management feedback systems, compensation & benefits
emotional cues through proprioception where the player’s
                                                                 schemes and cultural norms within an organisation. This is
mediated sensory input mimics a players physiological
                                                                 in line with standard gamification design practices that
                                                                 recommend contextual analysis of existing processes,
                                                                 behaviours and cultures [42]. The model further proposes a
                                                                 two-directional effect that the gamification design elements
                                                                 have on the employee, on the one hand the design facilitates
                                                                 the motivation to perform a desired action of the employee,
                                                                 and on the other hand the design influences the gameful
                                                                 experience the employee perceives.
                                                                 A difficulty in creating consensus within the field of
                                                                 gamification on any proposed theoretical model on the
                                                                 inner-workings of gamification lies in the different
                                                                 perspectives available on what constitutes a gameful
                                                                 experience [33] or even what constitutes motivation [49].
                                                                 Within this paper we pose that gamification design operates
                                                                 on a task level, rather than on a job or workplace level, and
                                                                 as such we explain motivation to perform a desired
                                                                 behaviour from a task level perspective. We have not tried
                                                                 to define gamefulness in this paper but have taken the
  Figure 2. How Gamification Design Induces Gameful              starting point from Huotari and Hamari [33] in terms of the
                    Experiences                                  psychological factors commonly associated with games,
from this starting point we propose that a gameful               consensus among different academics that gamified design
experience can be facilitated by affective, psychological        facilitates and aims to induce this experience among its
and consciousness altering states.                               users. Whether or not an employee has a gameful
It is impossible to measure motivation to act without            experience in a given design is subjective and varies per
looking into someones brain, as the motivation to act is a       person [33], and as a result it is difficult to directly measure
force that is created before the actual behaviour takes place.   a relationship between gamification design elements and
Despite this motivation is often measured in experiments by      whether or not a user experiences gamefulness. Instead we
its outcome, i.e. the actual behaviour. The problem with         propose to measure affective, psychological and
only measuring behaviour is that it only shows whether or        consciousness altering states that are present before an
not the gamification design elements combined created            existing system is enriched with a gamified design, and
more or less motivational force directed towards the desired     again after the design has been implemented. Measuring the
behaviour compared to existing motivational force towards        initial state and the state after the addition of gamification
any viable alternative behaviour. The expectancy theory          design elements will enable researchers to understand
from Vroom [62] allows for measurement of motivation to          through which states the design was most effective.
act on a task level before actual behaviour takes place          Lastly, within this paper we do not propose exclusive
which enables measurement of motivation to act as a result       relationships between individual gamification design
of the addition of gamification design elements to an            elements and the different factors of the model (e.g.
existing system. Following this we propose that                  valence, expectancy, affective states, etc). While we have
gamification design is effective in changing behaviour by        given examples of these relationships to provide support for
increasing the motivational force of a desired behaviour         the model we have also recognised that many of the
(through an increasing of perceived valence, instrumentality     gamification design elements described in literature affect
or expectancy), or by decreasing the motivational force of       multiple factors in our model. For example virtual rewards
alternative behaviour.                                           can affect valence, if the virtual reward is valued by the
Within this paper we did not do an exhaustive research on        employee, at the same time it can affect expectancy through
what mediates the relationship between gamification design       its function of providing a positive feedback to an action
elements and the factors of the expectancy theory (valence,      and concurrently it can affect the affective state of the
instrumentality and expectancy), we did however do a             employee through experiencing a win-state. Future
preliminary literature search and found suggestive evidence      empirical research using this model is expected to provide
that describe how constructs like self-efficacy, potential for   empirical evidence on relationships between specific
need or goal fulfilment and increases in procedural justice      gamification design elements and the different factors
influence the factors of the expectancy theory while             outlined in this model.
themselves being influenced by gamification design
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