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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Gamification of an open access quiz with badges and progress bars: An experimental study with scientists</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Athanasios Mazarakis</string-name>
          <email>a.mazarakis@zbw.eu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Paula Bräuer</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Kiel University</institution>
          ,
          <addr-line>Kiel 24118</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 the use of game-design elements in non-game contexts. Gamification has been used in many different contexts to motivate different audiences, but the effect on scientists has not yet been sufficiently investigated. In a field study with 28 scientists the effects of the game design elements badge and progress bar are examined for their potential to raise motivation for scientists to answer questions in the context of an open access quiz. Previous findings show that engaging with the topic open access can be perceived by scientists as “boring”. By gamifying a quiz about open access with badges or a progress bar we aim to create incentives for scientists to engage with the topic. In our study both game design elements provide a statistically significant increase in the number of questions answered compared to a control group.</p>
      </abstract>
      <kwd-group>
        <kwd>Gamification</kwd>
        <kwd>Open Access</kwd>
        <kwd>Motivation</kwd>
        <kwd>Badge</kwd>
        <kwd>Progress Bar</kwd>
        <kwd>Scientists</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        Gamification refers to the use of game design elements in a context other than that of
a game [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. The concept of gamification has meanwhile established itself in the field
of human-computer interaction [
        <xref ref-type="bibr" rid="ref31">31</xref>
        ]. In various application cases from fitness and
health [
        <xref ref-type="bibr" rid="ref19 ref28">19, 28</xref>
        ] to working environments [
        <xref ref-type="bibr" rid="ref18 ref32 ref36">18, 32, 36</xref>
        ] to education and training [
        <xref ref-type="bibr" rid="ref17 ref4">4, 17</xref>
        ]
it could be shown that gamification has a positive influence on increasing motivation
and performance. But how gamification can be used to motivate scientists, who
mostly work under special conditions and have special criteria for the evaluation of their
performance, has not yet been sufficiently researched [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ].
      </p>
      <p>
        Usually work can have the potential to motivate on its own, especially if a flow
condition is achieved [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Gamification is a method to create or promote a flow
condition [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. But in contrast to flow theory, which requires full concentration to get into a
flow condition [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], gamification works with both conscious and unconscious
perceived game design elements.
      </p>
      <p>
        Gamification studies with scientists are rare [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] and usually not in an
experimental setting [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. This is also the case for gamification studies with the context of
open access. In addition scientists want to focus on other things and not on open
access, because they consider this topic as complex and boring [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ]. However this topic
is of highest importance for all scientists who publish their publicly funded results [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].
      </p>
      <p>The aim of this article is to examine the impact of the game design elements badge
and progress bar on scientists in the context of an open access quiz. In addition this is
a first contribution to research the effect of gamification on scientists with an
experimental approach.</p>
      <p>The rest of our article is structured as follows: An overview of the current state of
research is given in the following section. Section three describes the study in detail,
giving information about the procedure of our experiment, measurements and the
subjects which participated. The results follow in the fourth section. In the last
section, the results are discussed and pointed to limitations and possible future research.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Related work</title>
      <p>
        Gamification is used in science to promote participation in citizen science projects
such as Galaxy Zoo or Foldit [
        <xref ref-type="bibr" rid="ref2 ref30 ref9">2, 9, 30</xref>
        ]. Through the use of game design elements,
incentives are created so that users generate new solutions or classify images and not
only once but preferably on a long-term basis.
      </p>
      <p>
        Kidwell and colleagues provide empirical evidence how badges can motivate
scientists to publish scientific results according to open science principles. The authors
showed that the award of open science badges motivates scientists to make their
research data freely available [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ].
      </p>
      <p>
        Scientific platforms such as ImpactStory and ResearchGate also use game design
elements such as badges or progress indicators to motivate scientists. Hammarfelt and
colleagues [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] look at the impact of gamification on these platforms. The authors
suspect that the use of game design elements creates a motivating feeling when
publications and online interactions with other users are transformed into points. They also
assume that their own position within the academic community can be more easily
defined through gamification. Scientific progress and comparison with other users is
thus facilitated by converting publications into points [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ].
      </p>
      <p>
        Feger and colleagues address the question of how gamification can be used in
science workplaces [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. They present problems and challenges, such as the aspect that
progress in scientific work is difficult to quantify. In a follow-up study, based on an
extensive survey of high energy physicists, they developed various gamified
approaches to motivate scientists to provide reproducible data [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ].
      </p>
      <p>
        Mekler [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ] has already been able to show in a study on points, levels and
leaderboards that individually applied game design elements can have an effect on
behaviour. For the present study, the two game design elements badge and progress bar
were selected in order to examine their effects individually and thus assess their
potential to encourage scientists to answer questions in a quiz in the context of open
access. Our study is a preliminary study of a larger study with the aim of improving
the impact of gamification as a tool for disseminating and improving knowledge
about open access. Both game design elements are used to build nonfiction gamified
experiences [37] and are easier to reuse in other contexts than narratives, for example.
      </p>
      <p>
        Badges in the context of games and gamification are digital artefacts which are
given to the user for the fulfilment of certain tasks and are therefore a visual
representation [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. They can be used to create a comparison with others or to challenge oneself
[
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. The game design element badge has already proven itself in other studies as an
effective instrument for increasing user activity [
        <xref ref-type="bibr" rid="ref14 ref26">14, 26</xref>
        ]. Morris et al. [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ] could
already show with an experimental study that the use of badges and goals has no
influence on the acquired knowledge. Building on this, the present study will not examine
any learning effect, but only the motivation of the subjects to engage with a specific
topic for longer period of time. In our context this topic is open access.
      </p>
      <p>
        In contrast to badges, the progress bar element is a less frequently studied game
design element in gamification [
        <xref ref-type="bibr" rid="ref22 ref34">22, 34</xref>
        ]. It is a simple visual way of informing the
users about their progress. Initial studies have shown that even this simple form of
feedback can motivate users [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ]. Besides games, this easily implemented element is
also used in many other areas. These include, for example, software to show a
progress in an installation process or in surveys to give the subjects an overview of how
many questions he or she still has to answer. Despite the general assumption that
progress bars should increase the completion rate of surveys, studies have not been able
to prove this effect [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] or even produced opposite results [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ]. However, we have
shown in a previous study that progress indicators can have a positive motivational
effect when answering a general quiz by a general audience [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ]. Therefore we
assume that this positive effect is expectable as well with scientists and that they can be
motivated by the game design element progress bar to answer more questions in an
open access quiz.
3
      </p>
    </sec>
    <sec id="sec-3">
      <title>Method</title>
      <p>The aim of our study is to investigate whether scientists can be motivated by a
gamified quiz to answer more questions on the topic of open access. To this end, a field
study in the form of an online quiz on the topic of open access was developed. A
between-subjects design was chosen to determine the effect of the individual game
design elements. The following three experimental conditions were used for the
experiment: a control group (CG) without gamification, an experimental group with
progress bar (PB) and an experimental group with badges (BA).
3.1</p>
      <sec id="sec-3-1">
        <title>Hypotheses</title>
        <p>
          In line with previous findings [
          <xref ref-type="bibr" rid="ref14 ref25 ref26">14, 25, 26</xref>
          ] the following two hypotheses were
formulated:
        </p>
        <p>H1: The subjects in the group with progress bar (PB) answer on average more open
access questions than the control group (CG).</p>
        <p>H2: The subjects in the group with badges (BA) answer on average more open
access questions than the control group (CG).
3.2</p>
      </sec>
      <sec id="sec-3-2">
        <title>Procedure</title>
        <p>To answer our hypotheses we developed an experimental setting with a quiz. The quiz
is based on the idea that questions are only answered as long as the subjects enjoy it.
This has been explicitly stated to the subjects in the invitation e-mail and at the first
page of the experiment. There is no minimum number of questions to answer. Instead
the quiz can be finished at any time. Subjects are randomly and permanently assigned
to one of the three test conditions (CG, BA or PB). All subjects reached the online
quiz through the same internet URL. Due to the random division into groups, the
subjects were not aware that there is more than one test condition. At the end of the
experiment, the mean number of questions answered is compared between the three
groups.</p>
        <p>The quiz developed for the field study consists in total 29 multiple-choice
questions on the topic of open access. Each question is provided with four possible
answers of which always only one is correct. In all three test conditions, the subjects are
immediately informed of the correct or incorrect answer to a question. The correct
answer is highlighted in green colour and wrong answers are displayed in red colour
(see Fig. 1). All questions are always asked in the same order, so that we can compare
the results between the different groups.</p>
        <p>
          All questions address different aspects of open access. In a pre-test before
conducting the experimental field study, five subjects were asked to give feedback about our
online quiz. All questions were described as "interesting" and "important". At this
point, the questions were tested exclusively with the non-gamified version of the quiz.
This form of presentation of the questions at the pre-test was found to be
"monotonous" by the subjects. This supports the findings of Kelty [
          <xref ref-type="bibr" rid="ref20">20</xref>
          ] and provides the
prerequisites for using gamification to increase motivation to engage users for a
significantly longer period of time with the topic.
        </p>
        <p>The badges are displayed to the user above the questions during the quiz (see Fig. 1
right). Before a badge is unlocked, only a grey circle is visible in the overview. So the
subjects can estimate that further badges can be achieved. This can appeal to the
collective instinct [37] and thus motivate to continue with an activity. The badges were
designed in such a way that they can be unlocked as consistently as possible in the
course of the experiment. The subjects are not informed in advance about the criteria
for the award of the badges. This was done on the purpose not to encourage the
subjects to just unlock the badges instead of engaging extensively with the questions. In
addition, unexpected unlocking can have a motivating effect on people who react
positively to surprise effects [37]. Just after a badge is unlocked the condition for its
assignment is disclosed and the associated visual badge is displayed.</p>
        <p>Eight different badges were designed for the quiz. One of the badges is bound to a
time condition and is activated for answering a question within five seconds. Three of
the badges are awarded for a certain number of questions answered correctly one after
the other. Three more badges are given for correctly answering certain individual
questions and the last badge is assigned for answering all questions in the quiz.</p>
        <p>
          A simple horizontal progress bar was used for the other game design element (see
Fig. 1 left). However, the progress bar is not filled equally, but in uneven proportions.
This procedure is based on the assumption that the maximum number of questions
cannot be predicted easily and that this vague approach might motivate the subjects
[
          <xref ref-type="bibr" rid="ref24">24</xref>
          ]. If the maximum number of questions is known, the subjects might be
additionally motivated to answer more questions, which would lead to a confusion of the
results, as this would set an implicit goal. This would make it impossible to attribute our
results only to the game design elements because the ceteris paribus assumption
would not be applicable due to the intervening factor of the additional variable, more
specifically the implicit goal. It is also known from research on the influence of
progress indicators on the completion rate of surveys that they can also be demotivating
if they give the participant the feeling he or she is not progressing fast enough [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ].
The variation in progress should add a random factor that is more motivating than a
monotonous increase in the display and still reflect progress.
        </p>
        <p>At the beginning of the quiz the subjects were also asked to indicate their age and
gender and after completing the quiz they were given the opportunity to leave a
comment in a text field. The subjects did not receive any compensation for their
participation in this experiment.
4</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Results</title>
      <p>Over a period of one week, 28 subjects were acquired at three German institutes who
are also project partners of the forthcoming larger study. Only employees of the
institutes were contacted and no students. They received an e-mail with the request to
participate in a study and could access the quiz anonymously by clicking on a general
link to the page where the quiz was provided. Both in the e-mail and on the website
the subjects were informed that they only had to answer questions for as long as they
enjoyed it. A total of three volunteers did not report their gender. Of the other
subjects, 12 were male and 13 female. The mean age was 38.57 years (standard deviation
13.90). The experiment presented here is a preliminary study of a larger study. This
explains the short runtime and the relatively small number of subjects.</p>
      <p>On average, 23.32 of 29 maximum possible questions were answered (standard
deviation 9.24). 18 subjects (64 %) answered all 29 questions, of which three were in
the control group (corresponding to 27 % in this group), six in the group with badges
(100 %) and nine in the group with progress bar (81 %). The evaluation thus shows a
ceiling effect that is particularly pronounced in the two experimental conditions. The
discussion can already be anticipated and additional questions should be developed
for further use of the open access quiz. This can also be seen from the text field
comments of the subjects, which at the end of the experiment could be submitted on a
voluntary basis. Several respondents from all three groups noted that they would have
liked to have answered further questions.</p>
      <p>A list of the number of subjects per test condition, as well as the number of those
who answered all questions, the mean value of answered questions and the associated
standard deviation are given in Table 1.</p>
      <p>An analysis of variance is performed for statistical evaluation. The test to check the
homogeneity of the variances (Levene test) for the number of answered questions
yields a statistically significant result with p = .001, the Levene statistics is 8.78. All
following results are therefore based on an unequal variance and the corrected results
are reported accordingly.</p>
      <p>The analysis of variance yields a statistically significant difference between the
individual test conditions, F(2, 25) = 6.47, p = .005. Since the homogeneity of the
variances is not given, the Welch test must correct accordingly. The comparison of the
mean values of the control group with the group with progress bar provides a
statistically significant result, t(18.19) = 2.67, p = .008. Consequently, the hypothesis H1 can
be supported and it can be assumed that the progress bar motivated the subjects to
answer more questions.</p>
      <p>The comparison of the mean values between the control group and the
experimental group with badges also shows a statistically significant result, t(10.00) = 4.04,
p = .001. It can thus also be supported hypothesis H2 that the game design element
badge also motivated the subjects to answer further questions.</p>
      <p>
        The number of subjects in the individual test conditions differs significantly and, in
addition, the number of subjects in the test conditions is very low. This can result in
conservative effects in their statistical significance due to a low test power [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ].
Therefore, it is all the more remarkable that statistically significant results have been
obtained. This is also shown by the effect size of Δ = .99 for the comparison between
the control group and the progress bar. The effect size for the comparison between the
control group and the group with badges is Δ = 1.22. Thus a strong effect can be
demonstrated for both comparisons. For such a small sample size and the problems
normally associated with this size [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ], the results are particularly remarkable.
5
      </p>
    </sec>
    <sec id="sec-5">
      <title>Discussion and future work</title>
      <p>
        The present study was able to show that the game design elements progress bar and
badge had a motivating effect in the context of an open access quiz. Based on the
results of Kidwell et al. [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ], the assumption can thus be supported that the game
design elements can also be used in a different context in order to generate or increase
motivation for a gamified quiz in the context of open access.
      </p>
      <p>
        Following on the results of Mekler et al. [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ], we were also able to observe an
effect of individual game design elements on the behaviour of the subjects in our study.
We could show for the two game design elements badges and progress bar that they
can individually influence behaviour in comparison to a control group. These results
are also consistent with the results of Hamari [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] who could show also positive
effects for badges in the context of a sharing community.
      </p>
      <p>
        Our result that a positive effect on the number of questions answered was achieved
in contrast to the studies addressing with the use of progress bars in surveys [
        <xref ref-type="bibr" rid="ref23 ref7">7, 23</xref>
        ]
could be attributed to various factors. For example this could be due to the relatively
small number of questions. Despite the manipulation of the progress bar, the subjects
could anticipate that they were progressing relatively quickly. Another point could be
the quiz setting, which differs from a classical survey by stating the correct or wrong
answers on a question. It is possible that this additional element could positively
influence the effect of the progress bar, as it is assumed that game elements influence
each other [
        <xref ref-type="bibr" rid="ref32">32</xref>
        ].
      </p>
      <p>
        The assumption of Feger et al. [
        <xref ref-type="bibr" rid="ref10 ref11">10, 11</xref>
        ] that gamification is also suitable to address
the very special target group of scientists, can also be supported on the basis of the
results of our preliminary study. Nevertheless, the practical feasibility of this idea
should be investigated in further experiments.
      </p>
      <p>Despite the successful implementation of the field study, there are some
limitations. First of all the small number of subjects is basically a problem for every field
study. In the present context this can be explained because the study was scheduled to
take one week to complete and that it is a preliminary study of a larger study.</p>
      <p>
        The restriction that the data were collected exclusively in Germany could also have
had an influence on the results. Maybe the level of knowledge and implementation of
open access makes a distinction in some cases between Germany and other countries.
Also cultural factors may have an influence on the impact of gamification [
        <xref ref-type="bibr" rid="ref35">35</xref>
        ].
      </p>
      <p>In addition, for further investigations of different game design elements with the
same research design, more questions need to be developed to avoid the ceiling effect
present in this study, which occurred especially in the experimental conditions. This is
also in line with the comments from our subjects.</p>
      <p>
        Another point that should be further examined is whether a cooperative design of
the game design elements would be preferable in the scientific context. According to
Feger et al. [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ], the design of gamified scientific work environments should rather be
based on a cooperative approach, as the scientists surveyed seemed to prefer such a
design. Although the present study did not include a cooperative element we achieved
very positive results. In order to be able to demonstrate possible advantages of
cooperative design methods, an experimental investigation of cooperative gamification
approaches would have to be carried out in the scientific context.
      </p>
      <p>
        Also it should be examined whether an online quiz with additional questions is too
artificial to approach the question of how open access can be made more motivating.
Instead, another way could be to let subjects make fictitious selection decisions in an
experiment (conjoint analysis), similar to a procedure described by Schöbel and
colleagues [
        <xref ref-type="bibr" rid="ref33">33</xref>
        ]. In such an experiment, for example, scientific articles could be sorted in
an order in which they would be prioritized for download. Different aspects of open
access could be visualised and highlighted by gamification, which is not possible with
a quiz or a survey. A further possibility for experimental research could be to offer
different publication options for one's own publication and to evaluate these according
to the probability of submission by the subjects. The variants could differ with regard
to the number, design and quality of game design elements and bibliometric data.
      </p>
    </sec>
    <sec id="sec-6">
      <title>Acknowledgments References</title>
      <p>This research was funded by the Federal Ministry of Education and Research (BMBF) in
Germany as part of the research project OA-FWM (16OA044C).</p>
    </sec>
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