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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Boss fights in lectures! - A longitudinal study on a gamified application for testing factual knowledge</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Henrik Wesseloh</string-name>
          <email>henrik.wesseloh@uni-goettingen.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Felix M. Stein</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Phillip Szelat</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Matthias Schumann</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Goettingen</institution>
          ,
          <addr-line>Platz der Goettinger Sieben 5, 37073 Goettingen</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2020</year>
      </pub-date>
      <fpage>1</fpage>
      <lpage>3</lpage>
      <abstract>
        <p>Gamification is used to influence the motivation and behavior of users. In research, the effect of gamification on motivation and other psychological outcomes has been confirmed in various application contexts. Gamification critics state that a sustained success is unlikely, because of the implementation of extrinsic motivation drivers like rewards. Current studies, however, have shown that gamification possesses the potential to support intrinsic motivation. In this article, we introduce a gamified app for testing factual knowledge, which we developed based on current empirical findings and recommendations and analyzed in a longitudinal study for novelty effects. In contrast to other contributions, our app takes up the boss fight concept to support a gameful framing and uses various game elements to provide feedback to students in lectures. Overall, students evaluated the app to be very useful and fun, and additionally reported positive outcomes concerning the experiences of autonomy and competence.</p>
      </abstract>
      <kwd-group>
        <kwd>Gamification</kwd>
        <kwd>Education</kwd>
        <kwd>Motivation</kwd>
        <kwd>Design Science Research</kwd>
        <kwd>DSR</kwd>
        <kwd>Self-Determination Theory</kwd>
        <kwd>SDT</kwd>
        <kwd>MDA Framework</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction and background</title>
      <p>
        Gamification refers to the use of game elements in a non-game context [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] and is
commonly used in app development to increase the motivation and engagement of users
and provide a gameful experience [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. In the past, many short-term studies have proven
the motivational effect of gamification in different – mostly educational – application
scenarios [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. The longitudinal study by Hanus and Fox, however showed a negative
outcome when using gamification in the classroom [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Since then, the share of
publications studying the long-term effects of gamification has grown, but it remains scarce
compared to cross-sectional studies. Yet, recent studies for example by Mekler et al.
[
        <xref ref-type="bibr" rid="ref10">10</xref>
        ], Lieberoth [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ], Forde et al. [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] or Sailer et al. [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] suggest that gamification can
also support intrinsic and thus long-term motivation [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ].
      </p>
      <p>The past two years, we used the published knowledge of the gamification community
to develop a gamified application for testing factual knowledge in lectures. We chose
the educational context on the one hand, because a lot of literature in this context
provides recommendations to build a successful application. On the other hand, it allows
us to collect large amounts of data from field experiments in our lectures, as the students
are usually quite interested and critical, when it comes to innovative teaching formats.
Ultimately, however, the research project is not intended to serve an end in itself, but
should rather provide a meaningful utilization of gamification, which both students and
lecturers can benefit from.</p>
      <p>
        That is why, in contrast to many other gamification projects, we started to identify
requirements for our app and founded them on current literature regarding motivational
theory and game design models, to follow the design science research approach for
information systems [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. We did not follow the one-size-fits-all approach [
        <xref ref-type="bibr" rid="ref12 ref9">9, 12</xref>
        ] by
simply adding points, badges and leaderboards, but instead picked up a well-known
concept from role play games: the boss fight – a particularly challenging type of quest,
where players need to overcome a boss character. To support this concept, we framed
the activity with a gameful narrative to foster an actual game-like perception and thus
increase enjoyment [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. Additionally, players got to pick an avatar, which represents
them during the boss fight [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]. The app provides evaluative and comparative feedback
to be informational, but not controlling [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Furthermore, the new concept is based on
both collaboration and competition and picks up different features from existing
gamified learning apps such as Classcraft, Kahoot! or Quizizz. However, compared to other
systems, our app provides the functionality of deactivating game mechanics, to analyze
individual effects of chosen design elements, which we will do in future research. To
sum up, the gamified app helps lecturers to do fully customizable gameful question
sessions to test factual knowledge, where students collaboratively quiz against a virtual
boss in a narrative setting to receive individual feedback. This way, we want to
contribute to the current research on the goal-oriented use of gamification.
      </p>
      <p>
        In order to confirm the motivational effect of our app empirically, we evaluated it.
However, instead of measuring the difference to a similar "non-gamified" application,
which has already been done throughout various gamification studies [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], we chose to
study the long-term effect of using our gamified knowledge testing app in lectures. By
doing so, we first want to contribute to closing the current research gap of longitudinal
studies and second want to find out whether the phenomenon of novelty effects stated
by Koivisto and Hamari [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] also applies to our case study in the educational domain.
Thus, we want to share our insights to the following two research questions:
─ RQ1: How to design a gamified application for testing factual knowledge in lectures
to foster student’s motivation?
─ RQ2: How do students evaluate the use of the gamified application after first-time
and long-term usage?
To answer the questions, we first briefly introduce the research design and methodology
of our research project. Then, we will describe the prototype artifact considering the
identified requirements and the resulting design. After describing the artifact, we
present the results of our first-time and long-term usage evaluation and compare them by
doing a statistical mean value comparison. Furthermore, we will discuss the significant
differences between the two groups and interpret the results regarding the effectiveness
of our gamified app. In the end, we will summarize our findings and underlying
limitations in a short conclusion and provide a short outlook of our future research endeavors.
      </p>
    </sec>
    <sec id="sec-2">
      <title>Research design</title>
      <p>
        In order to address the research questions, we used a mixed-method approach in the
manner of the Design Science Research Method (DSRM) according to Peffers et al.
[
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. This problem-oriented approach describes a structured procedure in the field of
information systems and behavioral science to generate knowledge. In particular, the
method includes the well-founded development of IT artifacts and their evaluation in
order to solve the identified problems. In our research design, we pursued the following
research process (see Fig. 1).
      </p>
      <p>STEPS</p>
      <p>1</p>
      <p>PROBLEM
IDENTIFICATION
Traditional lecture
formats do not
motivate students to
actively prepare,
participate or learn
Monitoring the level
of knowledge in
courses is costly and
time-consuming</p>
      <p>2
OBJECTIVES OF A</p>
      <p>SOLUTION
Encourage student
motivation with
gamification in
lectures
Effectively and
efficiently determine
the level of
knowledge with an
application</p>
      <p>3</p>
      <p>DESIGN &amp;
DEVELOPMENT
Immopbleilme,egnatmatiifoiendof a
app for question
sessions in lectures
to measure the level
of knowledge</p>
      <p>PROTOTYPING</p>
      <p>ITERATION</p>
      <p>4
DEMONSTRATION
Demonstration of
the gamified app in
lectures &amp; tutorials
with economic
science students</p>
      <p>FIELD
EXPERIMENT</p>
      <p>5</p>
      <p>EVALUATION
Evaluation of the
artefact and the
resulting user
experience by
students in online
surveys</p>
      <p>QUANTITATIVE</p>
      <p>STUDY
PROBLEM-CENTERED DESIGN SCIENCE RESEARCH METHOD (DSRM)</p>
      <p>SDT &amp; MDA</p>
      <p>Fig. 1. DSRM Process Model
FOUNDATION</p>
      <p>LITERATURE REVIEW
PLAYTESTS</p>
      <p>
        IMI &amp; TAM
First, we identified the problem based on academic literature (Step 1). Then, we used
current findings from gamification research in education to derive the requirements for
a gamified application for testing factual knowledge (Step 2). Subsequently, the derived
prototype artifact was implemented based the concepts of Self-Determination Theory
(SDT) [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] and the MDA framework [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] (Step 3). The demo took place in multiple
questions sessions (each 3 min. long) throughout different playtesting periods (Step 4).
We tested the app with economic science students who attended our lectures or tutorials
(see Table 1). In the winter term, we demonstrated the app in four different lectures and
asked the students to evaluate their first-time user experience in a short survey (Step 5).
In the summer term, we regularly used the app in our tutorials after completing a large
topic and conducted the survey after the third use at the end of the semester. The online
survey included items from the Technology Acceptance Model (TAM) [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ] to measure
acceptance and the Intrinsic Motivation Inventory (IMI) [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] to measure motivational
effects of the artifact. To analyze for novelty effects of gamification, we did a mean
comparison of the data collected from the two usage groups (first-time vs. long-term).
      </p>
    </sec>
    <sec id="sec-3">
      <title>Artifact description</title>
      <sec id="sec-3-1">
        <title>Requirements</title>
        <p>For a structured approach in system development, we identified the requirements for a
gamified application for testing factual knowledge in the lecture context and founded
them with scientific literature. We have differentiated these requirements in four
categories: (1) contextual, (2) motivational, (3) game and (4) research-based requirements.</p>
        <p>Contextual requirements. The application case foresees that lecturers prepare
questions, which are answered by the students (RC1). In order for the lecture to be
scheduled, it should also be possible to schedule the sessions accordingly (RC2). In principle,
it should be as easy as possible to test as much knowledge as possible in a short time
(RC3). The questions should be evaluated automatically and directly after the question
session to provide users with instant feedback (RC4). Students should receive individual
feedback on their answers in order to benefit from active participation (RC5). Moreover,
the lecturer should be provided with aggregated data on the proficiency of the students
so that possible gaps in knowledge can be addressed specifically in the lecture (RC6).</p>
        <p>
          Motivational requirements. In current literature, particularly Self-Determination
and Cognitive Evaluation Theory explain motivational effects of gamification [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ].
Therefore, current study results and theory-based assumptions should be integrated in
the system development process. From the perspective of learning psychology, intrinsic
motivation (resulting from the inherent interest in an activity) seems to be valuable in
education. According to SDT, the basic psychological needs for competence, autonomy
and social relatedness are considered as prerequisites for intrinsic motivation [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ]. To
ensure that these three needs are satisfied by a gamified app, three motivational
requirements arise: First, using the app is voluntary [
          <xref ref-type="bibr" rid="ref12 ref5">5, 12</xref>
          ] and anonymous to support students'
experience of autonomy and to inhibit the feeling of an examination situation (RM1).
Second, the app needs to provide informative (non-controlling) and meaningful
feedback to strengthen the users' experience of competence (RM2) [
          <xref ref-type="bibr" rid="ref15 ref3">3, 15</xref>
          ]. Third, the app
needs to support group activities to strengthen feelings of social relatedness (RM3) [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ].
        </p>
        <p>
          Game requirements. The motivational effect of Gamification is determined by the
implemented game design elements. Thus, current study results should be considered
in the implementation of the different elements. On the one hand, the different
preferences of the users need to be considered (RG1). Different user type or player trait models
assume that users have different preferences with regard to the implemented design
elements (e. g. socializers prefer collaboration over competition) [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ]. According to the
MDA framework [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ], which categorizes game elements into mechanics, dynamics and
aesthetics, users decide to play a game based on the emerging aesthetic (kind of fun,
e.g. challenge), that result from the implemented mechanics. Therefore, to address a
broad audience, the gamified app should pick up different mechanics (RG2) [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ].
Moreover, a variety elements could also help to satisfy different psychological needs (e. g.
badges for competence, avatars for autonomy &amp; teams for relatedness), as empirical
studies suggest [
          <xref ref-type="bibr" rid="ref10 ref16">10, 16</xref>
          ]. Furthermore, a gameful frame should be created because the
app’s perception as an actual game supports enjoyment and thus motivation (RG3) [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ].
        </p>
        <p>
          Research-based requirements. In order to address the current gaps in gamification
research, the prototype needs to be able to address the motivational effects of individual
game design elements [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ]. Thus, options to deactivate mechanics become mandatory
(RR1). Another constraint of many studies is the use of self-reported data from surveys.
Objective measurements, e.g. with regard to performance, need to be done to give more
precise and rigorous statements on motivational effects (RR2). Combining self-reported
and objective data (e.g. question answers), for example, could show comprehensibly to
what extent a poor rank on a leaderboard might mitigate motivational effects.
Furthermore, the gamified app should not be evaluated directly after the first use in order to
avoid possible novelty effects [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ]. Therefore, a regular use of the application in the field
should be considered in order to focus on the long-term impact of gamification (RR3).
3.2
        </p>
      </sec>
      <sec id="sec-3-2">
        <title>Design</title>
        <p>The gamified knowledge testing in lectures is based on a responsive web application
that provides ubiquitous access, does not require user-side installation, and supports
various mobile devices such as smartphones, tablets, and laptops. Lecturers can use an
authoring tool to create single and multiple-choice questions on lecture content and thus
prepare sessions (→RC1). The maximum character length per question is limited, as
students will have only limited time to answer the questions during the session (→RC2).
Questions already existing from previous sessions can be imported (→RR3). The
question sessions can also be individually customized with regard to duration, difficulty and
the feedback elements displayed (e.g. badges or rankings) (→RR1 &amp; RG1). In the lecture,
students can anonymously join the gamified question session without a login procedure
via an automatically generated QR code, short link or session number (→RM1). This
way, the lecturer only knows how many students have joined the session, but not who.</p>
        <p>At the start, the question session is contextualized by a story (→RG3) of a fictitious
comic like medieval setting in which the students are to act as knights. The students
have the choice between two avatars (→RG2) to represent during the sessions: Attacker
or defender. The avatars differ in their characteristics. Attackers have less life, but can
cause more damage per correct answer. Defenders are the more risk-averse option and
therefore have more lives to allow for some mistakes. This way, students can choose
an individual, meaningful play style based on their own estimated level of knowledge
(→RG1), which also supports the experience of autonomy (→RM1).</p>
        <p>After character selection, the lecturer can start the question session in quiz format
(→RC3). The students will then receive randomized questions from the prepared
question pool on their mobile device within a set time limit (→RC2). For each question, 30
seconds are available to select and confirm one or more answers from the four possible
answers (→RC3). After confirming, there is direct feedback on the question by flashing
either red (wrong answer) or green (correct answer) and updating the current winning
streak correspondingly (→RC5 &amp; RM2). Then, the next question is given out and the 30
second timer resets. For each correct answer, the participants receive points, which can
be increased through quick responses, low error rates or winning streaks (→RG2 &amp; RM2).</p>
        <p>The final score determines the user’s placement on the leaderboard (→RG2).</p>
        <p>Moreover, the question sessions take up the boss fight game concept as a challenging
quest mechanic (→RG2,3). All participating students (or knights) collaboratively quiz as
a group against the question pool of the lecturer, which is visualized as a boss character
(a dragon) with a life bar (→RM3). Each correct answer takes life points from the boss.
However, if the answer is wrong, the students lose one life. In order to win the boss
fight, the students must correctly answer a minimum number of questions in time. The
system calculates the required quantity based on the participants and the lecturer's set
duration and level of difficulty. If the time runs out or all students are eliminated, the
boss fight is lost (→RG3). Overall, the boss fight is displayed on the lecturer's screen,
so that eliminated students, can continue to follow the group activity and possibly help
their fellow students (→RM3).</p>
        <p>At the end of the question session, the students are assigned a pseudonym (→RM1)
and receive individual feedback, which are their points, ranking as well as up to three
badges for their greatest achievements during the session (→RC5, RM2 &amp; RG2). The
badges are collected in different categories, e.g. "winning streak" or "correct answers"
and are colored based on difficulty. White badges serve as "consolation prizes", while
bronze, silver and gold represent higher levels of a category and are therefore harder to
reach. To provide a meaningful achievement, only one student per question session can
obtain the diamond level “winner” badge (→RM2). Furthermore, the pseudonymised
leaderboard and the three best students with their respective results are presented to
honor their performance (→RM2). In addition to the gamified feedback, students receive
the solutions for their individual questions, while lecturers receive aggregated results
of the question session (→RC4,5). In addition, statistical diagrams and performance
graphs are provided for lecturers to determine the level of proficiency (→RC6).</p>
        <p>Overall, the different requirements lead to 15 key functionalities. Fig. 2 summarizes
how most functionalities resulted from multiple requirements. Moreover, it shows how
complex the design and development of a gamified learning app is. Therefore, to assure
a comprehending artifact design communication, we share prepared screenshots of the
functionalities with their respective requirements in the online appendix.
CONTEXTUAL REQUIREMENTS (RC)
RC1 Prepare questions
RC2 Schedule question session
RC3 Test students quickly
RC4 Evaluate answers automatically
RC5 Provide individual feedback for students
RC6 Provide aggregated data for lecturers
GAME REQUIREMENTS (RG)
RG1 Consider different user preferences
RG2 Implement a variety of game mechanics
RG3 Create a gameful frame</p>
        <p>FUNCTIONALITY (F)
F1 Boss Fight
F2 Startpage
F3 Sessions
F4 Authoring Tool
F5 Question Pool
F6 Options
F7 Lobby
F8 Character Selection
F9 Quiz Question
F10 Game Over
F11 Gameful Feedback
F12 Learning Feedback
F13 Leaderboard
F14 Statistics
F15 Question Results</p>
        <p>MOTIVATIONAL REQUIREMENTS (RM)
RM1 Voluntary and anonymous usage
RM2 Informative and meaningful feedback
RM3 Enable group activities
RESEARCH REQUIREMENTS (RR)
RR1 Implement deactivatable mechanics
RR2 Use objective measurements
RR3 Support regular use</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Results from evaluation</title>
      <p>Due to our trend study design, we did an independent-samples t-test with a 95 %
confidence interval to compare the means of the survey results from the first-time use
(group a; n = 153) with the results of the long-term use (group b; n = 65). The answers
were based on a 7-point Likert scale [completely disagree (1) to completely agree (7)].
In advance, we did a Levene’s test to check for equal variances for the different items.</p>
      <p>The overall concept of the gamified app for knowledge testing receives a good (2)
to very good (1) rating from respondents in both groups (Ma = 1.59; Mb = 1.89). The
perceived usefulness (Ma = 6.1; Mb = 5.4) and the intention to use (Ma = 6.1; Mb = 5.6)
are also high. However, this result also shows that there is a significant difference
between the two groups [t(216) = 4.407, p &lt; .001)]. While the perceived usefulness as
well as the intention to use decrease after long-term usage, the low feeling of control
(Ma = 2.01; Mb = 2.58) increases significantly [t(216) = -2.99, p = .003]. Nevertheless,
both groups perceived participation in the questions sessions as voluntary (Ma = 6.61;
Mb = 6.27), even though a significant difference between first-time and long-term usage
[t(216) = 2.46, p = .014] was measured. Overall, it is not possible to confirm a negative
effect of the gamified application on the experience of autonomy.</p>
      <p>Regarding the experience of competence, however, the gamified application shows
a mixed result. Though the students mostly agree (Ma = 5.61; Mb = 5.30) that the results
of the boss fight are informative, they were marginally satisfied (Ma = 4.10; Mb = 4.43)
with their own performance during the question session. One reason for this finding
could be the implemented leaderboard, which ranks all students based on their achieved
score. Thus, we additionally did a mean value comparison with two groups based on
the students’ ranking, which the app tracked during the question sessions of the
longterm usage group (n = 65). The ranking is based on the points the students received for
correct answers and was linked to the survey answers. As a result, the Top 10 students
of the leaderboard, reported a significantly [t(63) = -2,495, p = .015] higher satisfaction
with regard to their performance (n = 31; MR&lt;10 = 4.94) than students who were ranked
worse (n = 34; MR&gt;=10 = 3.97). Additionally, we could not determine any other effect
of the leaderboard within the scope of this survey. Interestingly, this means the
placement had no significant [t(63) = -0.502, p = .618] effect on enjoyment (M&lt;10 = 5.92;
M&gt;=10 = 6.04). However, we were able to measure a significant difference in enjoyment
between the first-time (Ma = 6.333) and long-term use (Mb = 5.954), which decreased
over time [t(216) = 2.723, p = .007].</p>
      <p>Table 2 and 3 show the results from our two independent-samples t-tests, which we
carried out in IBM SPSS Statistics 26.</p>
    </sec>
    <sec id="sec-5">
      <title>Discussion and future research</title>
      <p>
        From the perspective of acceptance according to TAM [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ], the students regard the
gamified app for knowledge testing as useful and intend to use it in future. Thus, the
basic prerequisite for successful use of the app is given. In addition, the study provides
insights on the gamified app’s positive influence on the motivation of students, as the
self-reported behavior based on IMI [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] indicates enjoyment (as indicator for intrinsic
motivation), high perceived choice and low perceived control (as indicators for feeling
of autonomy) as well as feelings of competence. The cause for motivational effects and
the underlying limitations need to be discussed, to determine the role of gamification.
      </p>
      <p>First, with regard to autonomy, the students wanted to take part in the gamified
question sessions and thus participate voluntarily. Moreover, our case shows that the
students do not feel that they are in a control or examination situation, even though this is
actually the case. One might argue though whether the voluntary participation was
based on gamification and it needs to be taken with a grain of salt that we cannot prove
it with certainty. However, from our personal observations and experience using
different non-gamified tools, the gamified app was the most successful so far, which is
why we will continue analyzing this aspect in our future studies. Nevertheless, we were
able to show that the gamified app supports the students’ experience of autonomy
during question sessions.</p>
      <p>
        Second, with regard to experiencing competence, the use of the app showed positive
effects, since the students perceive the app as informative and helpful. However, in case
of performance feedback, the app might act as a double-edged sword, due to the
integrated leaderboard. We found that students who ranked higher in the leaderboard (in
the Top 10) significantly felt more competent. In contrast, students with lower ranking
reported less experience of competence. This partly proves Hanus and Fox’ suggestion
of a negative outcome from leaderboards [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], as the rank was especially highlighted in
our gameful feedback. In our case, however, a bad performance can also be associated
with the elimination in the boss fight. Therefore, the motivational impact of the
leaderboard will need further investigation.
      </p>
      <p>
        Third, with regard to enjoyment, the students reported that they had fun using the
gamified app. A rather lively atmosphere in the lecture and the fact that this enjoyment
did not result from their performance lets us assume that students actually felt an
inherent pleasure during the activity. In combination with the reported experience of
autonomy and competence we conclude that students were self-determined and thus
intrinsically motivated [
        <xref ref-type="bibr" rid="ref1 ref15">1, 15</xref>
        ] to participate in and (hopefully) learn from our question
sessions.
      </p>
      <p>
        Fourth, the results of our study allow a short interpretation regarding the long-term
effect of gamification. In particular, the significant decrease of the measured items
between the first-time and long-term usage group can be considered as an indicator for a
novelty effect, as already suspected in the literature [
        <xref ref-type="bibr" rid="ref4 ref8">4, 8</xref>
        ]. Even though in both groups
the evaluation of the gamified application was positive, the effect was already mitigated
after a few months of regular use. We therefore suggest to study whether implementing
new gameful features on a regular basis helps to take advantage of the novelty effect.
We will address this question for example by adding other game modes to our app.
      </p>
      <p>
        In conclusion, our project showed how a literature-based concept for a gamified app
to test factual knowledge was successfully realized and led to positive motivational
outcomes – even though the effectivity decreased due to the proposed novelty effect.
However, our results underlie some limitations, which do not allow generalization. Our
biggest constraint is that mostly freshmen students of economics were involved in our
case, who might be more competitive in general. It still needs to be determined to what
extent the application will appeal to others. Therefore, we plan to do comparative field
studies with other faculties in the future. In terms of our experimental app design, we
will focus on analyzing motivational effects of individual mechanics, as it will help to
design successful, personalized and goal-oriented gamified applications. In the future
we will also consider social relatedness [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] and current user type approaches [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ], as
we haven’t yet covered these aspects of motivation. As of right now, we will be able to
investigate the motivational fabric by deactivating points, badges, leaderboards as well
as avatars, quests, story and teams – hopefully by not harming a gameful experience…
      </p>
    </sec>
    <sec id="sec-6">
      <title>Online appendix References</title>
      <p>In-app screenshots: https://owncloud.gwdg.de/index.php/s/o1ifGN80ttoeqJz</p>
    </sec>
  </body>
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