<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>A method to support gamification design practice with motivation analysis and goal modeling</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Xiaozhou Li 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>Gamification has been trending in both the academic and industrial domains for around half a decade with gamification design as one of the main focusing perspectives of the contemporary gamification research. The majority of gamification design studies focus on proposing the design frameworks that guiding the design process. However, a limited number of them contribute to the specific methods or techniques that connect the designers and the developers of the gamification information systems, with mindsets of both parties taken into account. This study proposes a method of supporting the gamification design practice with the combination of gamification motivation analysis and goal-oriented requirements engineering modeling techniques. Gamification is one of the commonly adopted motivational designs, which support the users' goal achievement with motivational enforcement (Hamari et al., 2018). Particularly, gamification is defined in the way that emphasizes its influence on people's motivation rather than hedonic experiences and behaviors (Deterding et al., 2011; Huotari &amp; Hamari, 2012; Hamari &amp; Koivisto, 2013). Thus, gamification, as well as motivational design, requires the deepened understanding of human motivation; after all, simply making things more fun will not guarantee to achieve the goal of gamification (Rigby, 2015). The intrinsic motivation theories, the self-determination theory (Ryan &amp; Deci, 2000), and the flow theory (Csikszentmihalyi, 2000) have been widely referred to as the backbone of motivation studies regarding gamification. Though their importance is repeatedly emphasized, such theories require a specified implementation technique to ensure their effectiveness. Gamification design research is one of the main focusing perspectives of the maturing gamification studies domain (Nacke &amp; Deterding, 2017). Therein, many studies propose various frameworks as the guidance of gamification designers towards successful gamification products and solutions in the particular domains (Mora et al., 2017). Despite the fact that motivation analysis is a critical part of the majority of the frameworks, seldom do they introduce the design methods and techniques that explicitly specify the needs of the users and the way to motivate them to achieve such needs with gamification. Gamification is a process of facilitating the utilitarian outcomes of systems towards self-purposefulness with proper and effective motivational affordances (Hamari et al., 2014; Hamari, 2015). Thus, gamification design shall incorporate and optimize both system design and motivational design mindsets. However, one of the current issues in gamification design practice is the disconnection between the gamification design ideas from the domain experts and</p>
      </abstract>
      <kwd-group>
        <kwd>Gamification</kwd>
        <kwd>Design</kwd>
        <kwd>Method</kwd>
        <kwd>Motivation</kwd>
        <kwd>Goal</kwd>
        <kwd>Modeling</kwd>
        <kwd>Requirements</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        the implementation practice of the developers
        <xref ref-type="bibr" rid="ref12">(Herzig et al., 2013)</xref>
        . Thus, such methods that
facilitate both the requirements (for utilitarian design) and motivation (for gamification design)
analysis of gamification information systems are needed.
      </p>
      <p>In this study, I propose a method of adapting the goal-oriented requirement engineering technique
with a goal modeling language in the context of gamification system design. It aims to facilitate
the gamification design practice regarding the connection between utilitarian requirements
elicitation and motivation analysis. The remainder of this paper is organized as follows. Section 2
introduces the related works concerning the other proposed gamification design frameworks and
the use of modeling languages in gamification design. Section 3 introduces the method. Section 4
provides an example of using the design method in gamifying a language learning system. Section
5 concludes the paper.
2.</p>
    </sec>
    <sec id="sec-2">
      <title>Related Work</title>
      <p>
        The previous studies on the gamification design frameworks provide a various combination of
guidelines, where particular activities are recommended as critical to successful gamification
design. For example, Di Tomasso (2011) proposes “a framework of success” including seven steps
for gamification design. Therein, he indicates that the designers shall take into account the goals
of the business, the users’ needs, and the motivational drivers.
        <xref ref-type="bibr" rid="ref15">Kappen and Nacke (2013)</xref>
        ’s
Kaleidoscope of Effective Gamification emphasizes the importance of motivating user behavior
with autonomy, competence, and relatedness. In fact, many studies on gamification design
frameworks propose a series of key activities as frameworks in a similar fashion
        <xref ref-type="bibr" rid="ref16 ref17 ref18">(Werbach &amp;
Hunter, 2012; Aparicio et al., 2012; Marczewski, 2013)</xref>
        . Such activities include objective analysis,
behavior analysis, user profiles, game elements selection, prototyping, implementing and
maintenance. Although such design frameworks provide useful guidelines concerning the design
process, they all fall short addressing the issues in connecting gamification design with the
utilitarian requirements of the systems, specifying how and why it works that way. Comparatively,
        <xref ref-type="bibr" rid="ref19">Morschheuser et al.’s design method (2017</xref>
        ) provides a waterfall-like process model with seven
steps. The study emphasizes the importance of identifying project objectives and user motivations.
However, the objective analysis focuses on the level of project scope and vision when the
specification of the connection between the objectives and the motivation is not further illustrated.
For such purposes, modeling languages are used as tools for the specification and documentation
regarding gamification design, facilitating the design frameworks in specifying the system
requirements and supporting the information transition from the designers to the developers. The
gamification modeling language (GaML) provides a set of syntaxes that contains the hierarchy of
gamification feature element classes, the instance of which is denoted as a set of pseudo-codes
which the developers shall better understand
        <xref ref-type="bibr" rid="ref12">(Herzig et al., 2013)</xref>
        . The
User-Action-Rule-EntitiesInterface (UAREI) connects formal modeling of gamification design and quantitative mechanic
simulation, which facilitates the analysis and evaluation of gamification mechanics use
        <xref ref-type="bibr" rid="ref9">(Ašeriškis
et al., 2017)</xref>
        . Both methods contribute to the design specification connecting gamification elements
and system features. However, they lack the connection between motivation affordances and the
users’ utilitarian needs of the system.
      </p>
    </sec>
    <sec id="sec-3">
      <title>Support Gamification System Design with Goal-oriented Modeling</title>
      <p>
        Goal, in the context of requirements engineering, is an objective the target system shall achieve,
explaining why the system is implemented this way
        <xref ref-type="bibr" rid="ref21">(Van Lamsweerde, 2001)</xref>
        . Goal-oriented
requirements analysis is to address the understanding of why a certain feature of the system is
needed and how the certain feature satisfies the needs of various stakeholders
        <xref ref-type="bibr" rid="ref22">(Lapouchnian, 2005)</xref>
        .
Regarding a gamification system, its goals reflect and comply with the goals of its users, who are
stimulated with the implemented motivational affordances. Therefore, the core of gamification
design is to provide smooth combinations of the utilitarian-goal-satisfying system features and
motivation-driving gamification features. Using modeling techniques facilitating analyzing goals
in the requirements engineering practice is important, as goal modeling can provide a convenient
way assuring the completeness, traceability, and conflicts management of system requirements
        <xref ref-type="bibr" rid="ref21">(Van Lamsweerde, 2001)</xref>
        .
      </p>
      <p>
        To support the motivation analysis of gamification design practice with goal modeling language,
the key activity is to use it as a tool to decompose high-level goals and motivations and to document
the hierarchic mapping between the system goals and motivational affordances. Based on such
mappings, as well as the specified tasks connected with system goals, mechanics and dynamics can
be designed accordingly via the combination of system features that enable such tasks and the
affordances that drive such motivations. Such goal decomposition or refinement is usually
straightforward (
        <xref ref-type="bibr" rid="ref24">Antón et al., 1994</xref>
        ) when such activity is facilitated by using models to identify
the functions necessary for particular achievements
        <xref ref-type="bibr" rid="ref25">(Sutcliffe &amp; Maiden, 1993)</xref>
        . Therefore, the
process of this method can be briefly described as the following steps.
      </p>
    </sec>
    <sec id="sec-4">
      <title>1) Decompose motivation and connect with affordances</title>
      <p>
        From the highest abstraction level downwards, motivation can be decomposed into intrinsic and
extrinsic motivation. Extrinsic motivation can be further decomposed into the classic categories
including, external regulation, introjected regulation, identified regulation, integrated regulation
when intrinsic motivation can be considered from the perspectives of sources, i.e., autonomy,
competence, and relatedness
        <xref ref-type="bibr" rid="ref6">(Ryan &amp; Deci, 2000)</xref>
        . Such decomposition shall continue until
specified affordance designs are connected accordingly. For example, “the user shall receive a
particular title when he/she accomplish a task” is a specified gamification design. Its motivation
hierarchy is seen as intrinsic motivation -&gt; competence -&gt; positive feedbacks -&gt; feedback with
achievements -&gt; give the user titles as achievements.
      </p>
    </sec>
    <sec id="sec-5">
      <title>2) Decompose system goals and connect with features</title>
      <p>The utilitarian requirements of the target system are elicited similarly. The designers or
requirements analysts shall decompose the main goal of the system into subgoals based on its vision
and scope. Importantly, such goals must reflect the goals of the different stakeholders of the system,
especially, the end-users. Similarly, such goal decomposition shall continue until specified system
features (requirements) are connected accordingly. For example, regarding a personal training
mobile app, the goal hierarchy is seen as the users want to lose weight -&gt; need to learn exercise
&gt; need to practice following tutorial -&gt; need to watch tutorials. Thus, a requirement is elicited as
“the user shall be able to watch training tutorials with the app.”</p>
    </sec>
    <sec id="sec-6">
      <title>3) Selective combination of system features and affordance designs</title>
      <p>Subsequently, the designers will obtain the specified gamification design by combining the elicited
and specified affordance designs and system features selectively. A simple example is thus “the
user shall be able to watch training tutorials with the app, after watching all tutorials, he/she will
receive a title of ‘the Watcher.’”</p>
    </sec>
    <sec id="sec-7">
      <title>An Example of Gamifying a Language Learning System</title>
      <p>
        In this section, I present an example of using the proposed goal-oriented modeling method to
gamify a language learning system. The example will be presented following the steps described
in Section 3. As the outcome, a list of gamification design proposals will be delivered.
Multiple popular goal-oriented requirements modeling languages are capable of supporting this
method, e.g., i*
        <xref ref-type="bibr" rid="ref26">(Yu, 1997)</xref>
        and KAOS
        <xref ref-type="bibr" rid="ref27">(Van Lamsweerde, 2008)</xref>
        . In this study, I select the
Goaloriented Requirement Language (GRL), which has become an internationally recognized standard
for goal-oriented modeling
        <xref ref-type="bibr" rid="ref28 ref29">(Amyot, 2003; Amyot et al., 2010)</xref>
        . It is open-sourced, easy to use and
easy to learn. As part of the user requirements notation (URN) modeling tool, jUCMNav1, GRL
was originally developed in University of Ottawa as Software Engineering Capstone Project2. The
jUCMNav tool is an easy-to-use graphic editor. As an Eclipse3 plugin, the jUCMNav tool has the
advantages of its extensibility and capability to integrate with source codes and other features of
the Eclipse IDE. A list of GRL elements that are used in this example are listed in Table 1.
A goal without clear objective measure of satisfaction.
      </p>
      <p>A quantifiable goal in binary way.</p>
      <p>A solution to goals or softgoal.</p>
      <p>Decomposition link
Contribution link</p>
      <p>Allows elements decomposed into sub-elements</p>
      <p>The desired impact of one element on another</p>
    </sec>
    <sec id="sec-8">
      <title>1) Motivation Analysis</title>
      <p>
        In a simplified way, I focus only on the intrinsic motivation branch of the motivation hierarchy tree
and adopt the same decomposition as in Section 3. Furthermore, in order to further simplify the
motivation model, the connections between motivation sources and affordances will be made
presumably. The result of the motivation analysis is shown in Figure 1. In the motivation GRL
model, the softgoal “intrinsic motivation” is decomposed into the subgoals of “Competence”,
“Relatedness” and “Autonomy”. Then we focus on the “Competence” goal, which is decomposed
into several gamification elements
        <xref ref-type="bibr" rid="ref17">(Aparicio et al., 2012)</xref>
        . Furthermore, the elements can be further
specified into subtasks.
      </p>
    </sec>
    <sec id="sec-9">
      <title>2) Utilitarian Goals Analysis</title>
      <p>
        The main goal of a language learning system is to facilitate the language learners’ improving their
“communicative competence”
        <xref ref-type="bibr" rid="ref30">(Oxford, 1990)</xref>
        . Oxford’s language learning strategy provides an
explicit hierarchic structure regarding what individual activity facilitates the improvement of a
particular aspect of communicative competence. Thus, herein I adapt Oxford’s language learning
1 http://jucmnav.softwareengineering.ca/foswiki/ProjetSEG
2 http://jucmnav.softwareengineering.ca/foswiki/ProjetSEG/SEG4910
3 http://www.eclipse.org
structure into a goal-oriented model. Figure 2 shows the system features specified from the
grammatical competence subgoal.
Based on the motivation and goal analysis, a set of gamification design requirements can be elicited
via the selective combination system features and motivational affordances. A list of such examples
is presented in Table 2.
The combination of system features and motivational affordances shall be done via brainstorming
or requirements analysts’ expert opinions. A particular feature or affordance can be further
decomposed and specified in order to further specify the requirements. For example, the
“Grouping” feature can be decomposed regarding how the vocabularies are grouped when the
according affordance “Titles” can also be decomposed regarding what particular titles to select that
are more relevant to the group categories. On the other hand, the requirements can be also proposed
as user stories
        <xref ref-type="bibr" rid="ref31">(Cohn, 2004)</xref>
        in agile development projects.
5.
      </p>
    </sec>
    <sec id="sec-10">
      <title>Discussion</title>
      <p>
        This proposed method is not a stand-alone gamification design process and framework, but rather
a technique supporting the existing design process. Therefore, the limitation of this method lies
majorly in the fact the method requires the support of suitable processes as well as other relevant
techniques. For example,
        <xref ref-type="bibr" rid="ref19">Morschheuser et al.’s design framework (2017</xref>
        ) is thus an example where
this method can be implanted. The motivation analysis and system goal analysis of this method can
be implanted into the “Analysis” phase. The motivation analysis shall directly facilitate the
“Identify user motivation” activity while the goal analysis, together with the project vision and
scope, will support identifying user needs. Moreover, with the results of both steps, the “Ideation”
phase shall be well guided. Therefore, the verification and evaluation of the proposed gamification
design ideas shall then be performed in the following phases of the framework, i.e.,
“Implementation” and “Evaluation” phases.
      </p>
      <p>
        Furthermore, this method shall also be supported by taking into account other relevant techniques.
For example, the technique of user story prioritization can be adopted facilitating this method
        <xref ref-type="bibr" rid="ref31">(Cohn, 2004)</xref>
        . The designers can use the urgency and business value as the factors to determine the
priority of each proposed design proposal. On the other hand, the designers can also prioritize the
system features and the motivational affordance respectively, when the priority of design proposals
shall be determined by the combined priority value of both parts. Another way of extending this
method is to use scenarios to support the analysis of the use of a target system in requirements
acquisition and validation, in order to gather stories, search for generalities identify and analyze
the needed behavior of software
        <xref ref-type="bibr" rid="ref32">(Sutcliffe, 2003)</xref>
        . As GRL is supported by the user case map
(UCM) notation in the framework of URN, scenario modeling can be thusly performed.
Furthermore, user profile, which has been studied in both requirements engineering
        <xref ref-type="bibr" rid="ref33">(Junior &amp;
Filgueiras, 2005)</xref>
        and gamification design
        <xref ref-type="bibr" rid="ref34">(Marczewski, 2015)</xref>
        , can be also used as facilitation of
this method. GRL also supports the goal and motivation modeling of different stakeholders. Thus,
the future work of this study is to evaluate the method in real-life gamification design process, and
also improve the method by taking into account the techniques mentioned above.
      </p>
    </sec>
    <sec id="sec-11">
      <title>Conclusion</title>
      <p>This study proposes a method of using goal-oriented requirements analysis techniques to support
the gamification motivation analysis regarding gamification design practice. The key to this
method is to connect the utilitarian goals of the target system and the potential motivational
affordance with a unified goal-oriented modeling language (e.g., GRL). With the close cooperation
of designers, requirements analysts, and developers, this method will support the design and
development of gamification systems ensuring both the achievement of the system goals and the
working motivational affordances.</p>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          <string-name>
            <surname>Hamari</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Hassan</surname>
            ,
            <given-names>L.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Dias</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          (
          <year>2018</year>
          ).
          <article-title>Gamification, quantified-self or social networking? Matching users' goals with motivational technology</article-title>
          .
          <source>User Modeling</source>
          and
          <string-name>
            <surname>User-Adapted Interaction</surname>
          </string-name>
          ,
          <fpage>1</fpage>
          -
          <lpage>40</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          <string-name>
            <surname>Deterding</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Dixon</surname>
            ,
            <given-names>D.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Khaled</surname>
            ,
            <given-names>R.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Nacke</surname>
            ,
            <given-names>L.</given-names>
          </string-name>
          (
          <year>2011</year>
          ,
          <article-title>September)</article-title>
          .
          <article-title>From game design elements to gamefulness: defining gamification</article-title>
          .
          <source>In Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments</source>
          (pp.
          <fpage>9</fpage>
          -
          <lpage>15</lpage>
          ). ACM.
        </mixed-citation>
      </ref>
      <ref id="ref3">
        <mixed-citation>
          <string-name>
            <surname>Huotari</surname>
            ,
            <given-names>K.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Hamari</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          (
          <year>2012</year>
          ,
          <article-title>October)</article-title>
          .
          <article-title>Defining gamification: a service marketing perspective</article-title>
          .
          <source>In Proceeding of the 16th international academic MindTrek conference</source>
          (pp.
          <fpage>17</fpage>
          -
          <lpage>22</lpage>
          ). ACM.
        </mixed-citation>
      </ref>
      <ref id="ref4">
        <mixed-citation>
          <string-name>
            <surname>Hamari</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Koivisto</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          , (
          <year>2013</year>
          ).
          <article-title>Social motivations to use gamification: an empirical study of gamifying exercise</article-title>
          .
          <source>In Proceedings of the 21st European Conference on Information Systems</source>
          (pp.
          <fpage>5</fpage>
          -
          <lpage>8</lpage>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref5">
        <mixed-citation>
          <string-name>
            <surname>Rigby</surname>
            ,
            <given-names>C. S.</given-names>
          </string-name>
          (
          <year>2015</year>
          ).
          <article-title>Gamification and motivation</article-title>
          .
          <source>The gameful world: Approaches</source>
          , issues, applications,
          <fpage>113</fpage>
          -
          <lpage>138</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref6">
        <mixed-citation>
          <string-name>
            <surname>Ryan</surname>
            ,
            <given-names>R. M.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Deci</surname>
            ,
            <given-names>E. L.</given-names>
          </string-name>
          (
          <year>2000</year>
          ).
          <article-title>Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being</article-title>
          .
          <source>American psychologist</source>
          ,
          <volume>55</volume>
          (
          <issue>1</issue>
          ),
          <fpage>68</fpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref7">
        <mixed-citation>
          <string-name>
            <surname>Csikszentmihalyi</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          (
          <year>2000</year>
          ).
          <article-title>Beyond boredom and anxiety</article-title>
          . Jossey-Bass.
        </mixed-citation>
      </ref>
      <ref id="ref8">
        <mixed-citation>
          <string-name>
            <surname>Nacke</surname>
            ,
            <given-names>L. E.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Deterding</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          (
          <year>2017</year>
          ).
          <article-title>The maturing of gamification research</article-title>
          .
          <source>Computers in Human Behavior</source>
          , (
          <volume>71</volume>
          ),
          <fpage>450</fpage>
          -
          <lpage>454</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref9">
        <mixed-citation>
          <string-name>
            <surname>Mora</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Riera</surname>
            ,
            <given-names>D.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>González</surname>
            ,
            <given-names>C.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Arnedo-Moreno</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          (
          <year>2017</year>
          ).
          <article-title>Gamification: a systematic review of design frameworks</article-title>
          .
          <source>Journal of Computing in Higher Education</source>
          ,
          <volume>29</volume>
          (
          <issue>3</issue>
          ),
          <fpage>516</fpage>
          -
          <lpage>548</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref10">
        <mixed-citation>
          <string-name>
            <surname>Hamari</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Koivisto</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Sarsa</surname>
            ,
            <given-names>H.</given-names>
          </string-name>
          (
          <year>2014</year>
          , January).
          <article-title>Does gamification work?--a literature review of empirical studies on gamification</article-title>
          .
          <source>In System Sciences (HICSS)</source>
          ,
          <year>2014</year>
          47th Hawaii International Conference on (pp.
          <fpage>3025</fpage>
          -
          <lpage>3034</lpage>
          ). IEEE.
        </mixed-citation>
      </ref>
      <ref id="ref11">
        <mixed-citation>
          <string-name>
            <surname>Hamari</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          (
          <year>2015</year>
          ).
          <article-title>Gamification-motivations &amp; effects.</article-title>
        </mixed-citation>
      </ref>
      <ref id="ref12">
        <mixed-citation>
          <string-name>
            <surname>Herzig</surname>
            ,
            <given-names>P.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Jugel</surname>
            ,
            <given-names>K.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Momm</surname>
            ,
            <given-names>C.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Ameling</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Schill</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          (
          <year>2013</year>
          , December).
          <article-title>GaML-A modeling language for gamification</article-title>
          .
          <source>In Utility and Cloud Computing (UCC)</source>
          ,
          <year>2013</year>
          IEEE/ACM 6th International Conference on (pp.
          <fpage>494</fpage>
          -
          <lpage>499</lpage>
          ). IEEE.
        </mixed-citation>
      </ref>
      <ref id="ref13">
        <mixed-citation>
          <string-name>
            <surname>DiTommaso</surname>
            ,
            <given-names>D.</given-names>
          </string-name>
          (
          <year>2011</year>
          ).
          <article-title>Beyond gamification: Architecting engagement through game design thinking</article-title>
          .
        </mixed-citation>
      </ref>
      <ref id="ref14">
        <mixed-citation>
          <source>Retrieved February 9</source>
          ,
          <year>2015</year>
          , from http://www.slideshare.net/DiTommaso/beyondgamificationarchitecting-engagement
          <article-title>-through-game-design-thinking.</article-title>
        </mixed-citation>
      </ref>
      <ref id="ref15">
        <mixed-citation>
          <string-name>
            <surname>Kappen</surname>
            ,
            <given-names>D. L.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Nacke</surname>
            ,
            <given-names>L. E.</given-names>
          </string-name>
          (
          <year>2013</year>
          ,
          <article-title>October)</article-title>
          .
          <article-title>The kaleidoscope of effective gamification: deconstructing gamification in business applications</article-title>
          .
          <source>In Proceedings of the First International Conference on Gameful Design</source>
          , Research, and
          <string-name>
            <surname>Applications</surname>
          </string-name>
          (pp.
          <fpage>119</fpage>
          -
          <lpage>122</lpage>
          ). ACM.
        </mixed-citation>
      </ref>
      <ref id="ref16">
        <mixed-citation>
          <string-name>
            <surname>Werbach</surname>
            ,
            <given-names>K.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Hunter</surname>
            ,
            <given-names>D.</given-names>
          </string-name>
          (
          <year>2012</year>
          ).
          <article-title>For the win: How game thinking can revolutionize your business</article-title>
          .
        </mixed-citation>
      </ref>
      <ref id="ref17">
        <mixed-citation>
          <string-name>
            <surname>Aparicio</surname>
            ,
            <given-names>A. F.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Vela</surname>
            ,
            <given-names>F. L. G.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Sánchez</surname>
            ,
            <given-names>J. L. G.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Montes</surname>
            ,
            <given-names>J. L. I.</given-names>
          </string-name>
          (
          <year>2012</year>
          ,
          <article-title>October)</article-title>
          .
          <article-title>Analysis and application of gamification</article-title>
          .
          <source>In Proceedings of the 13th International Conference on Interacción PersonaOrdenador</source>
          (p.
          <fpage>17</fpage>
          ). ACM.
        </mixed-citation>
      </ref>
      <ref id="ref18">
        <mixed-citation>
          <string-name>
            <surname>Marczewski</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          (
          <year>2013</year>
          ).
          <article-title>Gamification: a simple introduction</article-title>
          .
          <source>Andrzej Marczewski.</source>
        </mixed-citation>
      </ref>
      <ref id="ref19">
        <mixed-citation>
          <string-name>
            <surname>Morschheuser</surname>
            ,
            <given-names>B.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Hamari</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Werder</surname>
            ,
            <given-names>K.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Abe</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          (
          <year>2017</year>
          ).
          <article-title>How to gamify? A method for designing gamification</article-title>
          .
          <source>In Proceedings of the 50th Hawaii International Conference on System Sciences</source>
          <year>2017</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref20">
        <mixed-citation>
          <string-name>
            <surname>Ašeriškis</surname>
            ,
            <given-names>D.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Blažauskas</surname>
            ,
            <given-names>T.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Damaševičius</surname>
            ,
            <given-names>R.</given-names>
          </string-name>
          (
          <year>2017</year>
          ).
          <article-title>UAREI: A model for formal description and visual representation/software gamification</article-title>
          .
          <source>Dyna</source>
          ,
          <volume>84</volume>
          (
          <issue>200</issue>
          ),
          <fpage>326</fpage>
          -
          <lpage>334</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref21">
        <mixed-citation>
          <string-name>
            <surname>Van Lamsweerde</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          (
          <year>2001</year>
          ).
          <article-title>Goal-oriented requirements engineering: A guided tour</article-title>
          .
          <source>In Requirements Engineering</source>
          ,
          <year>2001</year>
          . Proceedings. Fifth IEEE International Symposium on (pp.
          <fpage>249</fpage>
          -
          <lpage>262</lpage>
          ). IEEE.
        </mixed-citation>
      </ref>
      <ref id="ref22">
        <mixed-citation>
          <string-name>
            <surname>Lapouchnian</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          (
          <year>2005</year>
          ).
          <article-title>Goal-oriented requirements engineering: An overview of the current research</article-title>
          .
        </mixed-citation>
      </ref>
      <ref id="ref23">
        <mixed-citation>
          University of Toronto,
          <volume>32</volume>
          .
        </mixed-citation>
      </ref>
      <ref id="ref24">
        <mixed-citation>
          <string-name>
            <surname>Antón</surname>
            ,
            <given-names>A. I.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>McCracken</surname>
            ,
            <given-names>W. M.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Potts</surname>
            ,
            <given-names>C.</given-names>
          </string-name>
          (
          <year>1994</year>
          , June).
          <article-title>Goal decomposition and scenario analysis in business process reengineering</article-title>
          .
          <source>In International Conference on Advanced Information Systems Engineering</source>
          (pp.
          <fpage>94</fpage>
          -
          <lpage>104</lpage>
          ). Springer, Berlin, Heidelberg.
        </mixed-citation>
      </ref>
      <ref id="ref25">
        <mixed-citation>
          <string-name>
            <surname>Sutcliffe</surname>
            ,
            <given-names>A. G.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Maiden</surname>
            ,
            <given-names>N. A.</given-names>
          </string-name>
          (
          <year>1993</year>
          , December).
          <article-title>Bridging the requirements gap: policies, goals and domains</article-title>
          .
          <source>In Software Specification and Design</source>
          ,
          <year>1993</year>
          ., Proceedings of the Seventh International Workshop on (pp.
          <fpage>52</fpage>
          -
          <lpage>55</lpage>
          ). IEEE.
        </mixed-citation>
      </ref>
      <ref id="ref26">
        <mixed-citation>
          <string-name>
            <surname>Yu</surname>
            ,
            <given-names>E. S.</given-names>
          </string-name>
          (
          <year>1997</year>
          , January).
          <article-title>Towards modelling and reasoning support for early-phase requirements engineering</article-title>
          . In Requirements Engineering,
          <year>1997</year>
          .,
          <source>Proceedings of the Third IEEE International Symposium on</source>
          (pp.
          <fpage>226</fpage>
          -
          <lpage>235</lpage>
          ). IEEE.
        </mixed-citation>
      </ref>
      <ref id="ref27">
        <mixed-citation>
          <string-name>
            <surname>Van Lamsweerde</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          (
          <year>2008</year>
          , November).
          <article-title>Requirements engineering: from craft to discipline</article-title>
          .
          <source>In Proceedings of the 16th ACM SIGSOFT International Symposium on Foundations of software engineering</source>
          (pp.
          <fpage>238</fpage>
          -
          <lpage>249</lpage>
          ). ACM.
        </mixed-citation>
      </ref>
      <ref id="ref28">
        <mixed-citation>
          <string-name>
            <surname>Amyot</surname>
            ,
            <given-names>D.</given-names>
          </string-name>
          (
          <year>2003</year>
          ).
          <article-title>Introduction to the user requirements notation: learning by example</article-title>
          .
          <source>Computer Networks</source>
          ,
          <volume>42</volume>
          (
          <issue>3</issue>
          ),
          <fpage>285</fpage>
          -
          <lpage>301</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref29">
        <mixed-citation>
          <string-name>
            <surname>Amyot</surname>
            ,
            <given-names>D.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Ghanavati</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Horkoff</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Mussbacher</surname>
            ,
            <given-names>G.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Peyton</surname>
            ,
            <given-names>L.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Yu</surname>
            ,
            <given-names>E.</given-names>
          </string-name>
          (
          <year>2010</year>
          ).
          <article-title>Evaluating goal models within the goal‐oriented requirement language</article-title>
          .
          <source>International Journal of Intelligent Systems</source>
          ,
          <volume>25</volume>
          (
          <issue>8</issue>
          ),
          <fpage>841</fpage>
          -
          <lpage>877</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref30">
        <mixed-citation>
          <string-name>
            <surname>Oxford</surname>
            ,
            <given-names>R. L.</given-names>
          </string-name>
          (
          <year>1990</year>
          ).
          <article-title>Language learning strategies and beyond: A look at strategies in the context of styles. Shifting the instructional focus to the learner</article-title>
          ,
          <volume>35</volume>
          -
          <fpage>55</fpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref31">
        <mixed-citation>
          <string-name>
            <surname>Cohn</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          (
          <year>2004</year>
          ).
          <article-title>User stories applied: For agile software development</article-title>
          .
          <source>Addison-Wesley Professional.</source>
        </mixed-citation>
      </ref>
      <ref id="ref32">
        <mixed-citation>
          <string-name>
            <surname>Sutcliffe</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          (
          <year>2003</year>
          ,
          <article-title>September)</article-title>
          .
          <article-title>Scenario-based requirements engineering</article-title>
          . In Requirements engineering conference,
          <year>2003</year>
          . Proceedings. 11th IEEE international (pp.
          <fpage>320</fpage>
          -
          <lpage>329</lpage>
          ). IEEE.
        </mixed-citation>
      </ref>
      <ref id="ref33">
        <mixed-citation>
          <string-name>
            <surname>Junior</surname>
            ,
            <given-names>P. T. A.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Filgueiras</surname>
            ,
            <given-names>L. V. L.</given-names>
          </string-name>
          (
          <year>2005</year>
          ,
          <article-title>October). User modeling with personas</article-title>
          .
          <source>In Proceedings of the 2005 Latin American conference on Human-computer interaction</source>
          (pp.
          <fpage>277</fpage>
          -
          <lpage>282</lpage>
          ). ACM.
        </mixed-citation>
      </ref>
      <ref id="ref34">
        <mixed-citation>
          <string-name>
            <surname>Marczewski</surname>
            ,
            <given-names>A. C.</given-names>
          </string-name>
          (
          <year>2015</year>
          ).
          <article-title>Even Ninja Monkeys Like to Play: Gamification, Game Thinking and Motivational Design</article-title>
          . CreateSpace Independent Publishing Platform.
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>