=Paper=
{{Paper
|id=Vol-2186/paper17
|storemode=property
|title=First-hand experience of why gamification projects fail and what could be done about it
|pdfUrl=https://ceur-ws.org/Vol-2186/paper17.pdf
|volume=Vol-2186
|authors=Lobna Hassan,Benedikt Morschheuser,Nader Alexan,Juho Hamari
|dblpUrl=https://dblp.org/rec/conf/gamifin/HassanMAH18
}}
==First-hand experience of why gamification projects fail and what could be done about it==
                First-hand experience of why gamification projects fail
                           and what could be done about it
                                              Lobna Hassan
                    Information Systems Sciences, Hanken School of Economics, Finland.
                            Gamification Group, University of Tampere, Finland.
                                         lobna.hassan@hanken.fi
                                           Benedikt Morschheuser
                       Gamification Group, Tampere University of Technology, Finland.
                                     benedict.morschheuser@gmail.com
                                                   Nader Alexan
                                                  Dreidev, Egypt.
                                             alexan.nader@gmail.com
                                               Juho Hamari
                       Gamification Group, Tampere University of Technology, Finland.
                              Gamification Group, University of Turku, Finland.
                            Gamification Group, University of Tampere, Finland.
                                            juho.hamari@tut.fi
    Abstract: 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.
    1. Introduction
    During the last years, an increased interest has been observed in gamifying information systems in
    attempts to positively impact engagement and motivation (Hamari, Koivisto, & Sarsa, 2014; Koivisto
    & Hamari, 2017; Nicholson, 2012, 2015; Rigby, 2015). Gamification refers to designing systems,
    services and processes to provide positive, engaging experiences similar to the ones games provide
    (Huotari & Hamari, 2017). What a large stream of this gamification research and practice
    acknowledges, however, is that gamification is challenging to design and implement (Deterding,
    2012; Deterding, 2015; Hamari et al., 2014; Hassan & Nader, 2016; Koivisto & Hamari, 2017;
    Morschheuser et al., 2017a; Nicholson, 2012; Rigby, 2015). Gamification design not only require
    attention to the operational requirements of the gamified system, but also to the psychological needs
    of its target users (Burke, 2014; Morschheuser et al., 2017a; Nicholson, 2012, 2015) and the
GamiFIN Conference 2018, Pori, Finland, May 21-23, 2018                                                              141
    organizational and environmental context in which gamification is being introduced (Deterding,
    2012; Hamari et al., 2014; Hassan, 2017; Hassan & Nader, 2016). The theoretical and practical
    understanding of gamification is however often observed to lag behind with regards to the
    understanding of gamification design and development (Deterding, 2012; Hassan & Nader, 2016;
    Morschheuser et al., 2017a; Nicholson, 2015). 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.
             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 Hassan (2017) 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, theory-
    advancing 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 (Baskerville
    & Myers, 2004; Blum, 1955; Brydon-Miller, Greenwood, & Maguire, 2003; Järvinen, 2005),
    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 (Hevner, March, Park, & S, 2004; Iivari, 2007, 2015; March &
    Smith, 1995). 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 (Iivari, 2007; March & Smith, 1995; Markus, Majchrzak, & Gasser, 2002). 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 (Coenen, Donche, & Ballon, 2015; Iivari, 2015; Sein,
    Henfredsson, Purao, Rossi, & Lindgren, 2011).
           2.1. Case methodology
    ADR emphasizes complementarity between design and theory, interaction between research
    participants, contextualized design, and it provides guidelines as to navigate such a research and
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    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 (Coenen, 2014; Klapztein & Cipolla, 2016; Schacht & Maedche, 2015). 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.
           In this research, we adopted an understanding of Action Design Research (ADR) (Figure 1)
    according to (Sein et al., 2011) who provide the most utilized guide to ADR. ADR is conducted
    through four stages: Stage (1): problem formulation, Stage (2): building, intervention & Evaluation
    (BIE), Stage (3): reflection & learning and Stage (4): formulation of learning. The stages are guided
    through seven research principles.
                          Figure 1: Action Design Research (ADR) approach followed
            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 (Sein et al., 2011). 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 (Hassan 2017). The
    framework employs the self-determination theory (Baard, Deci, & Ryan, 2004) as a psychological
    base for understanding intrinsic motivation and gamification design, and the deliberations theory
    (Min, 2007; Perote-Peña & Piggins, 2015) as the normative base for civic participation. The
    framework additionally employs practical research bridging gamification and civic engagement (e.g.
    (Bista et al., 2014; Dargan & Evequoz, 2015)) and research bridging gamification and employee
    engagement (Alcivar & Abad, 2016; Morschheuser, Maedche, & Walter, 2017b; Schacht & Maedche,
    2015). The peer-reviewed and published framework was next employed to guide the subsequent
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    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 small-
    sized 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.
            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 (Morschheuser et al., 2017a) 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 (Hamari, Hassan, & Dias, 2018). 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.
           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 (Sein et al., 2011). 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.
           2.2. Case summary results
    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 (Hassan 2017) 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.
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    3. Discussion and lessons learned
    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.
            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 (Deterding, 2015; Morschheuser et
    al., 2017a; Nicholson, 2012, 2015). 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.
             Problem-driven, theory-advancing approaches to research emphasize the importance of
    identifying and documenting a theoretical and a practice problem to guide research work (Brydon-
    Miller et al., 2003; Iivari, 2015; Sein et al., 2011). 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.
             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.
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                                                 Table 1: Summary of the implemented design and design reelections
                       Design         Reasoning                                                     Implementation     Reasoning for change (if any)
         Play-         Solitary       Number of users is small to facilitate multiplayer.           Multiplayer        Options are available if players wish to play in groups.
         journey
         Game-play     Competitive     A popular design able to drive activity                      Collaboration      Next to competition to widens play appeal to various player types
         Storyline     Superhero      Civil servants as Heroes on a mission to improve their        No theme           Design difficulties and fears that the target audience may perceive the
                       theme          country. Citizen as Side-kicks who assist the Heroes.                            theme too playfully rather than serious lead to abandoning themes.
         Points                       Base tool to facilitate gamification                                   -                                             -
         Ranks         Titles         To communicate a hierarchy, progress, and mastery             Numerical levels   Easier to implement since the theme was abandoned
         Missions      Weekly         To provide a purpose and reignite engagement                  Monthly added      Monthly missions for civil servants as their tasks requires more time
         Leader-       Weekly         To showcase mastery, provide purpose and fuel                 Monthly added      Monthly leaderboards for civil servants as their tasks requires time
         boards                       competition                                                                      Intra and across groups leaderboards to encourage collaboration.
         Badges        Systematic     Awarded upon milestones to show mastery & purpose             Purchasable        Points as a currency to purchase badges and provide autonomy
         Avatars       Creatable      To increase autonomy, and identification with artefact        Provided list      Programing difficulties led to the adoption of an easier to implement.
         Rewards       Available      Conversion of earned points to redeemable Mobile              Not implemented    Abandoned due to the unsustainable nature, notice boards for
                                      minutes                                                                          “employee of the month” was suggested instead.
         Deliberation (Context specific) elements
                       Newsfeed       To facilitate information provision                                    -                                             -
                       Survey         To facilitate information provision on the underlying                  -                                             -
                       Descriptions   political matters
                       Commenting     To facilitate interactivity and reflections                   Forums             Allows for a more lengthy and structured deliberations and reflections
                       Sharing        To market the artifact to non-users                           Internal sharing   Options added to facilitate share of posts on the artefact
                       Extended       For the easy identification, specially of civil servants to            -                                             -
                       profiles       increase trust in government and accountability
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             ADR (Sein et al., 2011), and gamification research (Burke, 2014; Deterding, 2012, 2015;
    Hamari et al., 2014; Nicholson, 2012, 2015) 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.
            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.
                Figure (2): A sample wireframe of the IT-artefact and its implementation.
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    5. Conclusion
    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.
    Acknowledgments
    This work was supported by the Finnish foundation for economic education (grants number 10-5562
    and 12-6385).
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