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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>First-hand experience of why gamification projects fail and what could be done about it</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Nader Alexan Dreidev</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Egypt. alexan.nader@gmail.com</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Benedikt Morschheuser Gamification Group, Tampere University of Technology</institution>
          ,
          <country country="FI">Finland</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Juho Hamari Gamification Group, Tampere University of Technology, Finland. Gamification Group, University of Turku, Finland. Gamification Group, University of Tampere</institution>
          ,
          <country country="FI">Finland</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Lobna Hassan Information Systems Sciences, Hanken School of Economics, Finland. Gamification Group, University of Tampere</institution>
          ,
          <country country="FI">Finland</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2018</year>
      </pub-date>
      <fpage>21</fpage>
      <lpage>23</lpage>
      <abstract>
        <p>A plethora of services, applications and scholarly research has emerged related to gamification. Regardless of the optimistic onset of this hype around the technology trend, designing gamification has proved to be a challenging endeavor; requiring multidisciplinary work that is often hindered by multiple theoretical and practical challenges. Problem-driven, theory-advancing approaches to gamification research could assist in the addressment of gamification design challenges and accelerate the growth of the gamification field however not all such approaches have been equally utilized or understood. This paper presents the case of MANGO: a project to design a gamified e-participation tool through Action Design Research (ADR). The paper reflects on the challenges of gamification design and development and possible strategies to address them. It additionally reflects on the ADR process; an under-utilized and hence possibly a superficially understood approach to gamification research. The paper is hence a guide for researchers and practitioners as to possible challenges they can face with gamification research and design and how to counteract them.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        During the last years, an increased interest has been observed in gamifying information systems in
attempts to positively impact engagement and motivation
        <xref ref-type="bibr" rid="ref10 ref14 ref19 ref26 ref27 ref30">(Hamari, Koivisto, &amp; Sarsa, 2014; Koivisto
&amp; Hamari, 2017; Nicholson, 2012, 2015; Rigby, 2015)</xref>
        . Gamification refers to designing systems,
services and processes to provide positive, engaging experiences similar to the ones games provide
        <xref ref-type="bibr" rid="ref14 ref19">(Huotari &amp; Hamari, 2017)</xref>
        . What a large stream of this gamification research and practice
acknowledges, however, is that gamification is challenging to design and implement
        <xref ref-type="bibr" rid="ref10 ref12 ref14 ref19 ref24 ref25 ref26 ref30 ref7 ref8">(Deterding,
2012; Deterding, 2015; Hamari et al., 2014; Hassan &amp; Nader, 2016; Koivisto &amp; Hamari, 2017;
Morschheuser et al., 2017a; Nicholson, 2012; Rigby, 2015)</xref>
        . Gamification design not only require
attention to the operational requirements of the gamified system, but also to the psychological needs
of its target users
        <xref ref-type="bibr" rid="ref24 ref25 ref26 ref27">(Burke, 2014; Morschheuser et al., 2017a; Nicholson, 2012, 2015)</xref>
        and the
organizational and environmental context in which gamification is being introduced
        <xref ref-type="bibr" rid="ref10 ref11 ref12 ref24 ref7">(Deterding,
2012; Hamari et al., 2014; Hassan, 2017; Hassan &amp; Nader, 2016)</xref>
        . The theoretical and practical
understanding of gamification is however often observed to lag behind with regards to the
understanding of gamification design and development
        <xref ref-type="bibr" rid="ref12 ref24 ref25 ref27 ref7">(Deterding, 2012; Hassan &amp; Nader, 2016;
Morschheuser et al., 2017a; Nicholson, 2015)</xref>
        . Fortunately, problem-driven, theory-advancing
research approaches to gamification have the potential to simultaneously increase both our theoretical
and practical understanding of gamification design and development, hence accelerating the growth
of the gamification field on these two angles.
      </p>
      <p>
        The case study of MANGO, reported on in this paper focused on contextualized gamification
design and development in the area of e-participation through Action Design Research (ADR); a
problem-drive, theory-advancing research approach. MANGO involved research work with various
participants with different roles (civil servants, citizens, designers, etc.). It aimed to advance our
theoretical and practical understanding of the gamification of e-participation and to answer: how to
design and develop gamified e-participation? While MANGO contributed a gamification design
based on the theoretical framework for the gamification of e-participation by
        <xref ref-type="bibr" rid="ref11">Hassan (2017)</xref>
        and has
additionally, theoretically extended previous research on the gamification of e-participation, the
empirical research did not fully go as planned and the project was terminated before practical
implementation. Hence, the main goal of the present paper is to examine why gamification projects
fail and what could be done about it? The paper contributes lessons learned and suggested strategies
to mitigate the possible failure of practical gamification projects based on examining the case of
MANGO. The paper additionally demonstrates the possible value of problem-driven,
theoryadvancing approaches such as through ADR that could ensure a contribution for gamification projects
at least on one end: theoretical or practical if not on both. Overall, the paper aims to provide a guide
for future gamification projects and research towards increased chances at success.
2. Case study – MANGO (Motivational Affordances iN Governmental Organizations)
Project MANGO was to involve the research, design and development of an IT-artefact for gamified
e-participation to answer how to design and develop gamified e-participation? It hence had a dual
theoretical and practical focus and involved contextualization, iterative and participatory work.
Action Research (AR) is a problem-driven, theory advancing, iterative research approach that allows
work in context with multi-actors on the development of theory, and practical guidelines
        <xref ref-type="bibr" rid="ref3 ref5 ref6">(Baskerville
&amp; Myers, 2004; Blum, 1955; Brydon-Miller, Greenwood, &amp; Maguire, 2003; Järvinen, 2005)</xref>
        ,
However, AR employs an emergent research process that lacks guidelines for the design and
evaluation of IT-artefacts, which is a core research goal in MANGO. Design Science Research
(DSR), however, allows for the systematic and controlled design, development and evaluation of
theoretical and practical artefacts
        <xref ref-type="bibr" rid="ref13 ref15 ref16 ref20">(Hevner, March, Park, &amp; S, 2004; Iivari, 2007, 2015; March &amp;
Smith, 1995)</xref>
        . Nonetheless, DSR is not always able to introduce artefacts that meet their predefined
criteria of utility due to environmental factors often unaccounted for in the DSR controlled research
environment
        <xref ref-type="bibr" rid="ref15 ref20 ref22">(Iivari, 2007; March &amp; Smith, 1995; Markus, Majchrzak, &amp; Gasser, 2002)</xref>
        . On the other
hand, the emergent design of AR is often volatile (Järvinen, 2005). It hence appeared at the outset of
MANGO that it and possibly projects like it, need to utilize research approaches that possibly
combine the strengths of AR and DSR, while attempting to water down their shortcomings. Action
Design Research (ADR) is one such approach
        <xref ref-type="bibr" rid="ref16 ref33">(Coenen, Donche, &amp; Ballon, 2015; Iivari, 2015; Sein,
Henfredsson, Purao, Rossi, &amp; Lindgren, 2011)</xref>
        .
      </p>
      <sec id="sec-1-1">
        <title>2.1. Case methodology</title>
        <p>
          ADR emphasizes complementarity between design and theory, interaction between research
participants, contextualized design, and it provides guidelines as to navigate such a research and
design process. While it appears that gamification as a domain and ADR as a method may have a
high degree of complementarity, as both recognize the importance of contextualized, inclusive,
iterative, and theory advancing design, merely three studies joining them have appeared in the
literature
          <xref ref-type="bibr" rid="ref18 ref32">(Coenen, 2014; Klapztein &amp; Cipolla, 2016; Schacht &amp; Maedche, 2015)</xref>
          . This dearth in
gamification research through ADR regardless its possible merits or demerits emphasizes the need
for further work to be conducted through ADR to understand how it can affect the development,
introduction and success or failure of gamification. The methodology may prove useful to
gamification research if carried out properly as it can rapidly advance contextualized gamification
theory and practice, hence, increasing the probability that the gamified artifacts developed through it
would meet their design objectives. Caution however is preached (Coenen, 2014) as the result of this
union between AR and DSR in the form of ADR may lead to the rapid, rudimentary development of
interventions and artefacts, jeopardizing the interests of project stakeholders as happened to be the
case of MANGO.
        </p>
        <p>
          In this research, we adopted an understanding of Action Design Research (ADR) (Figure 1)
according to
          <xref ref-type="bibr" rid="ref33">(Sein et al., 2011)</xref>
          who provide the most utilized guide to ADR. ADR is conducted
through four stages: Stage (1): problem formulation, Stage (2): building, intervention &amp; Evaluation
(BIE), Stage (3): reflection &amp; learning and Stage (4): formulation of learning. The stages are guided
through seven research principles.
        </p>
        <p>
          ADR stage (1): During stage (1), researchers are to identify both a theoretical and a practical
problem for their research. The theoretical problem of MANGO was identified through literature
reviews and discussions with academics as recommended by
          <xref ref-type="bibr" rid="ref33">(Sein et al., 2011)</xref>
          . The theoretical
problem pertained to a lack of theory as a base for understanding and guide gamified e-participation
design and development. The theoretical aim hence became to investigate how to design and develop
gamified e-participation? Through literature study, concept analysis and discussions with academics,
we development a theoretical framework for the gamification of e-participation
          <xref ref-type="bibr" rid="ref11 ref24">(Hassan 2017)</xref>
          . The
framework employs the self-determination theory
          <xref ref-type="bibr" rid="ref2">(Baard, Deci, &amp; Ryan, 2004)</xref>
          as a psychological
base for understanding intrinsic motivation and gamification design, and the deliberations theory
          <xref ref-type="bibr" rid="ref23 ref27 ref29 ref32">(Min, 2007; Perote-Peña &amp; Piggins, 2015)</xref>
          as the normative base for civic participation. The
framework additionally employs practical research bridging gamification and civic engagement (e.g.
          <xref ref-type="bibr" rid="ref4">(Bista et al., 2014; Dargan &amp; Evequoz, 2015)</xref>
          ) and research bridging gamification and employee
engagement
          <xref ref-type="bibr" rid="ref1 ref24 ref25 ref32">(Alcivar &amp; Abad, 2016; Morschheuser, Maedche, &amp; Walter, 2017b; Schacht &amp; Maedche,
2015)</xref>
          . The peer-reviewed and published framework was next employed to guide the subsequent
practical work of MANGO. The practical problem however required more conceptualization i.e. what
are the specific practical objectives of this research? Accordingly, we worked closely with a
smallsized governmental unit and through discussions and documentations with a middle level manager,
we identified that the organization needed a customized IT-artefact to assist civil servants in the
creation, filling and discussion of service quality surveys with citizens in order to improve the services
provided by the organization. Gamification was imperative in the IT-artefact as it would incentives
engagement with the artefact and with the underlying imitative to improve the quality of the services
the unit offers, through the intrinsically rewarding experience of gamefulness rather than through
extrinsic rewards although these were initially considered. Finally, Burke (2014) was employed as a
guiding design process to guide the project designer through how to design gamification.
        </p>
        <p>
          ADR stage (2): emphasizes the iterative, participative and reciprocated nature of research
under ADR. This stage involved cooperative work for approximately more than eighteen months
between several stakeholders: the authors – acting as researchers, designers, and project coordinators
- a middle level manager from the cooperating unit, a developer, as well as research funders. First, 2
personas
          <xref ref-type="bibr" rid="ref24 ref25">(Morschheuser et al., 2017a)</xref>
          and 89 user stories were developed to provide descriptions of
the two main target groups of the intervention (civil servants, and citizens) along with a description
of their expected level of technological literacy and expected user goals in order to ensure a
gamification design-user fit
          <xref ref-type="bibr" rid="ref9">(Hamari, Hassan, &amp; Dias, 2018)</xref>
          . Furthermore, a list of technical
requirements outside gamification was developed. Iterative brainstorming and theory examination
took place and each participant had a clear role in the process dictated by their title, and expertise and
their involvement was sought accordingly. Eight prototype wireframes were developed to
communicate finalized designs the developer and the stage ended with the settlement of a Minimum
Viable Product (MVP); an artefact with working core features that is ready for evaluation in its
intended use context. The outcome intervention also included plans for training sessions and publicity
campaigns.
        </p>
        <p>
          ADR stage (3): This stage is rather a longitudinal one, running in parallel to most of the other
stages. Researchers are advised to actively reflect on the research process and to document learnings
as they might contain valuable research and design insight
          <xref ref-type="bibr" rid="ref33">(Sein et al., 2011)</xref>
          . Research logs, emails,
informal notes, and archives of designs and meetings minutes were maintained throughout all stages
of this research for these purposes and were actively reflected on to discern changes that occurred to
the IT-artefact and the overall intervention. These documentations were of course beneficial to study
the design and development process and discern where challenges occurred as communicated in this
paper.
        </p>
      </sec>
      <sec id="sec-1-2">
        <title>2.2. Case summary results</title>
        <p>
          ADR stage (4): The final stage (4) is intended to formalize and communicate generalizable learning
through reflecting on the research problems and their addressment. Examining the actual impact of
MANGO was not possible as the project was terminated, and the developed MVP was never
evaluated, yet during the process, MANGO and its theory-driven focus contributed 2 peer-reviewed
publications
          <xref ref-type="bibr" rid="ref11 ref24">(Hassan 2017)</xref>
          and this present paper. Additionally, MANGO contributed a Minimum
Viable Product based on a completed design both of which could be implemented in other contexts
with a few modifications. The lessons in this paper from the design and development process guided
by the ADR approach are valuable as this is one of the few gamification research approaches utilizing
ADR additionally this is one of the few gamification papers that reflect on failure and how it can be
mitigated.
        </p>
      </sec>
    </sec>
    <sec id="sec-2">
      <title>3. Discussion and lessons learned</title>
      <p>The emergent design process of ADR was valuable in that its iterations allowed for the evolution of
the gamification design through increments, allowing for quick inexpensive design changes. For
example, the initially competitive gamification design that was though appropriate for the artefact
was changed to a mix competitive-cooperative design after discussions of personas. Similarly, a mix
solitary/multiplayer gameplay was adopted instead of only solitary to widen the appeal of the artefact
to users with different preferences. Such changes to the design may not have been as quick through
a controlled design process. A summary of these design decisions and later changes is in Table 1. On
the other hand, this emergent process led to the introduction of gamification elements or the lack of
elements that were later deemed unneeded or needed, thus lengthening development time.</p>
      <p>
        Adversely, the general lack of controlled lab testing of artefacts, increases the likelihood that
they enter operation without intensive evaluation, failing to meet real expectations. This risk was
addressed in MANGO, although perhaps not effectively enough, through iterations of Proofs of
Concepts during which the IT-artefact was evaluated by the participants however it was not possible
within the time and budget allocated to MANGO to carryout user evaluations of the artefact as
recommended by user-centric approaches to gamification design
        <xref ref-type="bibr" rid="ref24 ref25 ref26 ref27 ref8">(Deterding, 2015; Morschheuser et
al., 2017a; Nicholson, 2012, 2015)</xref>
        . The iterative and user-centric nature of gamification design,
appear to lengthen projects and place needs for multidisciplinarity and resources that should be
accounted for from the initial planning phases of a gamification project.
      </p>
      <p>
        Problem-driven, theory-advancing approaches to research emphasize the importance of
identifying and documenting a theoretical and a practice problem to guide research work
        <xref ref-type="bibr" rid="ref16 ref33">(BrydonMiller et al., 2003; Iivari, 2015; Sein et al., 2011)</xref>
        . The determined research problems at the start of
this project guided the possible gamification design that could be developed in practice. While the
initial design evolved through the ADR iterations, no changes were permitted to the scope of the
identified problems to reduce conflicts between the research participants, Documentations of the
research problems served to control expectations during the various research stages and to resolve
conflicts between the research participants. It appears however that an occasional revision of these
research objectives may be valuable in light of any significant changes to the available resources or
environment. We chose not to revise the objectives of MANGO in light of changing circumstances
leading to the lengthening of the project and an overdraft of its budget, however similar research
projects may wish to avoid these consequences by revising the project objectives and possibly
downsizing the scope and complexity of the work or dropping the gamification design angle in favor
of at least delivering a non-gamified but operational artefact within a reasonable time and budget.
This tradeoff is however subjective to the researchers and research circumstances.
      </p>
      <p>Conflicts occasionally rose due to differences between participants’ backgrounds, goals, and
understanding of gamification. For example, there was a common perception that gamification would
merely entail the addition of elements such as badges and points to an application, while, another
understanding of gamification is that it is a holistic design process that involve the consideration of
how all elements in a system could add to an overall game-like, enjoyable experience Various studies
exist on the effectivity or infectivity of these approaches to gamification with merits and criticism
attached to each, however, having different intentions for design creates discrepancies between the
individuals involved in it, leading to misallocation of time and resources during the design iterations.
It is hence important to agree at the start of a project on what gamification is to all the parties involved.
Additionally, documentations and having a coordinator between the research participants assists in
resolving conflicts and ensuring valuable involvement of all participants when needed.
Playjourney
Storyline
Points
Ranks
Missions
Leaderboards
Badges
Avatars
Rewards</p>
      <p>Design
Reasoning</p>
      <p>Implementation</p>
      <p>Reasoning for change (if any)
Number of users is small to facilitate multiplayer.</p>
      <p>Multiplayer</p>
      <p>Options are available if players wish to play in groups.</p>
      <p>To communicate a hierarchy, progress, and mastery</p>
      <p>Numerical levels</p>
      <p>Easier to implement since the theme was abandoned
Next to competition to widens play appeal to various player types
Design difficulties and fears that the target audience may perceive the
theme too playfully rather than serious lead to abandoning themes.</p>
      <p>Monthly missions for civil servants as their tasks requires more time
Monthly leaderboards for civil servants as their tasks requires time
Intra and across groups leaderboards to encourage collaboration.</p>
      <p>Game-play</p>
      <p>Competitive</p>
      <p>A popular design able to drive activity
Superhero
theme</p>
      <p>Civil servants as Heroes on a mission to improve their
country. Citizen as Side-kicks who assist the Heroes.</p>
      <p>Base tool to facilitate gamification
To provide a purpose and reignite engagement
To showcase mastery, provide purpose and fuel
competition
Newsfeed</p>
      <p>To facilitate information provision
Survey
Descriptions</p>
      <p>To facilitate information provision on the underlying
political matters
Sharing
Extended
profiles</p>
      <p>To market the artifact to non-users
For the easy identification, specially of civil servants to
increase trust in government and accountability</p>
      <p>Collaboration
No theme
Monthly added
Monthly added
Systematic</p>
      <p>Awarded upon milestones to show mastery &amp; purpose</p>
      <p>Purchasable</p>
      <p>Points as a currency to purchase badges and provide autonomy
To increase autonomy, and identification with artefact</p>
      <p>Provided list</p>
      <p>Programing difficulties led to the adoption of an easier to implement.</p>
      <p>Conversion of earned points to redeemable Mobile
minutes</p>
      <p>Not implemented</p>
      <p>Abandoned due to the unsustainable nature, notice boards for
“employee of the month” was suggested instead.</p>
      <p>Commenting</p>
      <p>To facilitate interactivity and reflections</p>
      <p>Forums</p>
      <p>Allows for a more lengthy and structured deliberations and reflections
Internal sharing</p>
      <p>Options added to facilitate share of posts on the artefact</p>
      <p>
        ADR
        <xref ref-type="bibr" rid="ref33">(Sein et al., 2011)</xref>
        , and gamification research
        <xref ref-type="bibr" rid="ref10 ref26 ref27 ref7 ref8">(Burke, 2014; Deterding, 2012, 2015;
Hamari et al., 2014; Nicholson, 2012, 2015)</xref>
        emphasize the importance of contextualized design and
development of interventions so that the interventions influence and are influenced by their use
context. While it was relatively easy for MANGO to be influenced by its organizational context, it
was more difficult for it to influence its environment. Nonetheless, through the iterations, we realized
the need for a larger organizational intervention to accompany the gamified IT-artefact through
initiating an organizational culture that emphasizes the importance of the IT- artefact and the need
for a formal introduction of the artefact through trainings. Additionally, we identified the need to
reward frequent users of the IT-artefact with their announcement as “employee of the month” through
notice boards in their workplace. Additionally, a publicity plan was thought to be needed to market
the artefact specifically to citizens to ensure its diffusion and adoption.
      </p>
      <p>While MANGO intentionally adopted a minimalistic layout for the gamified IT-artefact as
the future users of the IT-artefact were thought to possess limited computer literacy skills, aesthetics
do play an integral role in the perception and acceptance of gamified application. Figure 2 presents a
sample wireframe of the artefact and how it was minimally implemented as part of the developed
Minimum Viable Product. As the IT-artefact neared completion, the IT-artefact was, however,
perceived as, too minimalistic, and unengaging. Simple aesthetics such as colors and musical chimes
could add to the perceived gamefulness of an IT-artefact without demanding higher use skills and are
sometimes of intuitive importance to experiencing gamefulness.</p>
      <sec id="sec-2-1">
        <title>5. Conclusion</title>
        <p>A dominant way of coming up with best practices and frameworks is through examining successful
projects and lessons learned from them. However, equally can be learned from unsuccessful
endeavors as they shed the light on what can fail and what should be avoided and how. This should
be an especially pertinent learning approach in the realm of gamification where it is projected that
most gamification projects will fail. While this research work has struggled, it benefited from utilizing
a problem-driven, theory-advancing approach to research that allowed it to contribute an
operationalizable design and design reasonings as to the selection of gamification elements in the
design of a gamified artefact. The research additionally offers learnings on practical ADR work and
gamification design for e-participation which respectively are relatively unexplored method and
gamification design area. The afore discussed observations and learnings were actively presented and
discussed in academic seminars and conferences and provide techniques as to the operationalization
of the ADR principles and the possible positive and negative outcomes at each ADR stage and how
they can be reached or mitigated. This operationalization may facilitate the implementation of further
theory-drive, problem-oriented gamification research by providing one understanding of its
implementation, implications and benefits. Utilizing these learnings in future projects might increase
their chances at success. Future research is recommended to continue exploring the utilization of
ADR in various research fields to further provide guidelines to ensure its successful utilization,
Researchers are also encouraged to evaluation the gamified e-participation design contributed by
MANGO and to develop it further as such evaluations were not possible yet.</p>
      </sec>
      <sec id="sec-2-2">
        <title>Acknowledgments References</title>
        <p>This work was supported by the Finnish foundation for economic education (grants number 10-5562
and 12-6385).</p>
        <p>Burke, B. (2014). Gamify: How gamification motivates people to do extraordinary things. Bibliomotion, Inc.
Coenen, T. (2014). The design and evaluation of a pervasive engagement game in a city neighborhood.
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Content &amp; Services - AcademicMindTrek (pp. 221–228). ACM.</p>
        <p>Coenen, T., Donche, V., &amp; Ballon, P. (2015). LL-ADR: Action design research in living labs. In
Proceedings of the Annual Hawaii International Conference on System Sciences (Vol. 2015–March, pp.
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Dargan, T., &amp; Evequoz, F. (2015). Designing Engaging e-Government Services by Combining
UserCentered Design and Gamification: A Use-Case. Proceedings of the 15th European Conference on
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