=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==
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 elements [15,48,64]. References As far as we are aware no-one has attempted to define what constitutes a gameful experience, yet there seems to be 1. Adams, J.S. and Freedman, S., 1976. Equity theory revisited: Comments and annotated bibliography. Advances in experimental social psychology, 9, pp. 43-90. 2. Anderson, A., Huttenlocher, D., Kleinberg, J. and Leskovec, J., 2013, May. Steering user behavior with badges. In Proceedings of the 22nd international conference on World Wide Web (pp. 95-106). ACM. 3. 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