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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Jeanine Kratha and Harald F. O. von Korflescha</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Gamification</institution>
          ,
          <addr-line>Design, Persuasive Systems, Literature Review, Gamification Design</addr-line>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>University of Koblenz-Landau</institution>
          ,
          <addr-line>Universitaetsstrasse 1, Koblenz, 56070</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Gamification design has been an important issue for practitioners and researchers since the beginning of research on gamification. With the increasing divergence of gamification in diverse areas, various design principles have been proposed. Yet, existing reviews focus on the synthesis of scientific knowledge about the design process and specific design elements, neglecting the importance of guidelines and principles to make appropriate design choices in order to achieve the desired outcomes. Therefore, this systematic review identifies, analyzes, and categorizes 30 articles that propose design guidelines for gamification and persuasive systems from various application contexts to provide scholars and practitioners with an overview in designing gamified interventions. More than 60 different principles have been identified, which can be divided into user-oriented principles to achieve the intended behavior, system-oriented principles to ensure a hedonic user experience, and context principles. Since the results are primarily conceptual, further research is invited to investigate the effectiveness of different principles based on the context of application to further refine the recommendations for specific use cases of gamification.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        Over the last decade, gamification has
evolved as an effective tool for creating positive
experiences such as engagement and enjoyment
[
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Gamification is based on psychological
effects of games, such as autonomy,
competence and flow [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], and promotes
intrinsic motivation for human behavior in
nongame contexts [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ].
      </p>
      <p>
        The design of gamification has gained
scientific attention in several disciplines,
particularly education [
        <xref ref-type="bibr" rid="ref4 ref5">4, 5</xref>
        ]. But academic
research remains still largely focused on listing
and cataloging design patterns [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] or
motivational affordances [
        <xref ref-type="bibr" rid="ref1 ref2">1, 2</xref>
        ]. These are
elements such as badges and leaderboards [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]
and represent the lowest level of abstraction in
gamification design [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. However, their use
needs to be guided by design principles [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ],
which specify the overall game model
developed by the use of particular game design
methods [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ].
      </p>
      <p>
        Recent systematic reviews have analyzed
design methods [
        <xref ref-type="bibr" rid="ref10 ref8 ref9">8, 9, 10</xref>
        ] and conceptual
models [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] of game design. However, a
comprehensive overview is still missing
concerning design principles, where existing
syntheses remain narrowed to the contexts of
education [
        <xref ref-type="bibr" rid="ref11 ref4 ref5">4, 5, 11</xref>
        ] and energy games [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ].
Design principles represent an important bridge
between the two other levels of abstraction
design methods and models on the one hand and
design patterns and motivational affordances on
the other. They help practitioners, such as
teachers, physicians or managers, to choose
appropriate game design patterns [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] that lead
to the desired outcomes.
      </p>
      <p>
        A variety of design principles for
gamification and persuasive systems, which is
a related concept [
        <xref ref-type="bibr" rid="ref13 ref6">6, 13</xref>
        ], have been proposed
by scientists from different disciplines, such as
healthcare [
        <xref ref-type="bibr" rid="ref14 ref15 ref16">14, 15, 16</xref>
        ], education [
        <xref ref-type="bibr" rid="ref17 ref18">17, 18</xref>
        ],
sustainability [
        <xref ref-type="bibr" rid="ref12 ref19">12, 19</xref>
        ] and fitness [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ]. This
increasing diversity reinforces the need for a
systematic overview that enables practitioners
to successfully decide on an appropriate
gamification design.
      </p>
      <p>To address this issue, this systematic review
aims at identifying and analyzing existing
research on design principles for gamification
and persuasive systems. We present more than
60 different design principles and conceptually
link the principles with exemplary design
patterns and motivational affordances. The
resulting framework bridges the gap between
existing reviews of design processes and design
patterns and contributes to comprehensive
guidance for scientists and practitioners in
designing gamification.</p>
      <p>
        Gamification can be defined as the
elements for a gameful
experience of
non[22, p. 17]. These game elements include
patterns, objects, principles, models and
methods inspired by games [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ]. In an attempt
to distinguish these concepts, Deterding et al.
categorized them as different levels of game
design abstraction [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ], as shown in Figure 1.
Game interface design patterns [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] include
concrete design solutions such as badges,
leaderboards or levels [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. Closely related,
game design patterns refer to the gameplay
mechanics, such as time constraints and turns
[
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. Both interface design patterns and design
patterns can also be described as motivational
affordances which, as a more
experienceoriented rather than a system-oriented
perspective, include game components that
support the user towards the desired behavioral
outcome [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ]. Game interface design patterns
and design patterns or motivational affordances
represent a low level of abstraction in
gamification design. The selection of
motivational affordances is guided by design
principles. Design principles are defined as
evaluative guidelines to approach a design
problem or analyze an existing solution [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] and
form the bridge between low-level motivational
affordances and the high-level game models
and game design methods. While the game
models refer to the conceptual framework of the
game components [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ], game design methods
describe the practices and processes or steps of
game design [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ].
      </p>
      <p>
        While existing academic research still
mostly focuses on game interface design
patterns and design patterns [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], recent reviews
have also analyzed design methods or processes
[
        <xref ref-type="bibr" rid="ref10 ref8 ref9">8, 9, 10</xref>
        ] and conceptual game models [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] used
in gamification design. However, a
comprehensive overview of game design
principles, representing the important bridge
between the two other levels of abstraction, is
still lacking.
      </p>
      <p>
        Gamified systems are not the only
technology aimed at influencing motivation,
attitudes and behavior in non-game contexts.
Rather, gamified systems represent a subset of
persuasive systems [
        <xref ref-type="bibr" rid="ref13 ref6">6, 13</xref>
        ]. Persuasion or
persuasive systems as a broader concept
describes technology attempting to reinforce,
change or shape attitudes or behaviors or both
[
        <xref ref-type="bibr" rid="ref23">23</xref>
        ], which includes the use of gameful design
[
        <xref ref-type="bibr" rid="ref24 ref6">6, 24</xref>
        ]. In addition to this general relationship
between gamification and persuasion [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ],
some studies specifically examine the use of
gamification in persuasive systems [
        <xref ref-type="bibr" rid="ref26 ref27">26, 27</xref>
        ],
indicating the potential of gameful design for
persuasion. Conversely, gamification design
principles that aim to shape attitudes or
behaviors should not be limited to gameful
design instead, a more holistic perspective
that includes insights from non-gameful
persuasive systems is required to design
gamification in such a way as to achieve the
desired motivational and behavioral outcomes
[
        <xref ref-type="bibr" rid="ref6">6</xref>
        ].
      </p>
    </sec>
    <sec id="sec-2">
      <title>Thus, we argue that consideration of design</title>
      <p>principles from both gamification and
persuasive systems research is necessary to
provide a comprehensive overview for deriving
successful design principles.</p>
    </sec>
    <sec id="sec-3">
      <title>The systematic literature review was</title>
      <p>
        conducted in line with the recommendations of
Paré et. al. [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ] and Webster and Watson [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ]
for theoretical reviews. The Reporting
standards for Systematic Evidence Syntheses
(ROSES) [
        <xref ref-type="bibr" rid="ref30">30</xref>
        ] provided detailed guidance on
the specific steps of the screening and selection
process.
      </p>
      <p>For the identification of relevant literature,
seven scientific databases were searched (Web
of Science Core Collection, EBSCO Host (APA
PsychArticles, APA PsychInfo, Business
Source Premier), Wiley Online, ScienceDirect,
SagePub, IEEE Explore and Taylor &amp; Francis).
These multidisciplinary databases were
selected because they index a wide range of
journals, supplemented by IEEE Explore as a
specific database for the information systems
research area. To include as many relevant
results as possible, we searched for articles that
refer to design principles of either gamification
or persuasive systems, using various terms such
as principle, guideline, framework, strategy, or
recommendation. The search was therefore
conducted using the following search string in
September 2020: TITLE-ABS-KEY ("Gamif*"
OR "Persuasive system*" OR "Persuasive
technology") AND ("design guideline*" OR
"design framework*" OR "design principle*"
OR "design strateg*" OR "design
recommendation*").</p>
      <p>
        To ensure research quality, only empirical
and conceptual studies from peer-reviewed
journal articles and peer-reviewed conference
papers were included in the final sample. The
reasons why the conference papers were
considered important are that they account for a
significant proportion of citations in computer
science and research on human-computer
interaction [
        <xref ref-type="bibr" rid="ref31">31</xref>
        ] and that the identification of
studies from conference proceedings in
systematic reviews is generally recognized as
good practice [
        <xref ref-type="bibr" rid="ref32">32</xref>
        ]. As language criterion, only
English articles were included. Furthermore,
the studies were included if they developed
design principles for the design of a gamified or
persuasive application either in general or in a
specific field of application, but excluded if
they only used or investigated existing design
principles, or if they focused on the design
process, game model, game elements or
functional requirements. For the critical
appraisal of the quality of the reviewed articles,
it was checked whether the authors formulated
at least one clear research question or goal, if
the research method was described and if the
stated questions or goals were answered
properly. Figure 2 illustrates the result of the
search strategy and the screening process. In
summary, 30 articles remained for data
extraction and synthesis.
      </p>
    </sec>
    <sec id="sec-4">
      <title>According to the guidelines of Webster and</title>
      <p>
        Watson [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ], author-centric qualitative data
extraction involved coding the domain and
methodological approach of the investigation,
as well as the topic focus (gamification or
persuasion) and the design principles,
suggested in the respective articles. In the
subsequent concept-centric phase, the coded
results were analyzed and organized into
frequency matrices.
      </p>
    </sec>
    <sec id="sec-5">
      <title>In our analysis, we first examine the research areas and methods of the reviewed articles, followed by the qualitative analysis of the design principles presented.</title>
      <p>
        The earliest design recommendations
consist of the general persuasive strategies
proposed by Oinas-Kukkonen and Harjumaa in
2009 [
        <xref ref-type="bibr" rid="ref33">33</xref>
        ], followed by several adaptions in
healthcare [
        <xref ref-type="bibr" rid="ref14 ref16 ref34 ref35">14, 16, 34, 35</xref>
        ] between 2012 and
2014. Gamification design principles focused
primarily on education and game-based
learning until 2015 [
        <xref ref-type="bibr" rid="ref17 ref18 ref36">17, 18, 36</xref>
        ], but were later
extended to sustainability [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ], websites [
        <xref ref-type="bibr" rid="ref37">37</xref>
        ],
information systems [
        <xref ref-type="bibr" rid="ref38">38</xref>
        ], fitness [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ],
crowdsourcing [
        <xref ref-type="bibr" rid="ref39 ref40">39, 40</xref>
        ] and
contextindependent recommendations [
        <xref ref-type="bibr" rid="ref41 ref42 ref43 ref44 ref8">8, 41, 42, 43,
44</xref>
        ]. In general, gamification design has gained
scientific attention in recent years. Table 1
illustrates the distribution of subjects of the
reviewed articles.
      </p>
      <p>The majority of articles use qualitative
methods to derive design principles for
gamification and persuasive systems. These
methods consist of either qualitative interviews
(8 articles), case study analyses (2 articles), or
participatory design (2 articles). Four studies
mix several of these qualitative research
methods, and ten studies can be classified as
conceptual. Only a minority relies on
quantitative analyses such as surveys (3
articles) and text mining (1 article).</p>
      <p>Overall, scientists suggest 63 different
design principles that should be considered
when designing gamification and persuasive
systems in general (Table 2). Half of the articles
agree on the importance of informational
content, i.e., supplying background information
about the goals intended by the intervention and
supporting users to change attitudes and
behaviors by providing assistance and cues. In
addition, most articles suggest introducing
behavioral incentives, which can take a tangible
(e.g., cash prizes for the winner) or intangible
(e.g., earning badges and certificates) form.
Furthermore, scholars propose personalizing
the system contents and mechanics, based on
the assumption that the motivational function of
different affordances depends on the
personality or user type. Immediate positive
feedback for good performance, such as earning
points, and the ability to compare oneself with
others, such as in leaderboards, also represent
important principles for successful
gamification design.</p>
      <p>In contrast, other principles suggested in
single articles, such as supporting different
roles or using fitting sounds are not universally
applicable and may be particularly valuable in
certain contexts, e.g., when users with different
functions (e.g., physician and patient) use the
system or when acoustic signals in the system
should support multisensory learning. Notably,
some principles (e.g. persuasive messages) are
mentioned more often in a particular area (e.g.
healthcare) than in others, indicating that the
choice of appropriate design principles also still
depends on the application area and the
intended outcomes. Table 2 presents all design
principles proposed in the reviewed articles.</p>
      <p>As Table 2 shows, scientists propose a
variety of heterogeneous design principles for
gamification and persuasive systems, some of
which relate more to the content of the system
(e.g., behavioral incentives, immediate positive
feedback or persuasive messages), while others
refer to the mechanics (e.g., increase and adjust
difficulty over time or enable freedom of choice)
or the context of the intervention (e.g., include
the target group in co-design). For a
comprehensive overview that can successfully
guide gamification design, we argue that the
identified principles require further conceptual
discussion and categorization.</p>
      <p>
        To the best of our knowledge, this work is
the first review that focuses on synthesizing the
diverging views and recommendations of
design principles for gamification and
persuasive systems from different contexts,
thereby closing the gap between
processoriented design methods [
        <xref ref-type="bibr" rid="ref8 ref9">8, 9</xref>
        ] and
elementfocused design patterns or motivational
affordances [
        <xref ref-type="bibr" rid="ref1 ref2 ref55">1, 2, 55</xref>
        ]. We have identified a
variety of more than 60 different design
principles. As the first point of discussion, the
analysis reveals that some recommendations for
the design of gamification and persuasive
systems seem to be contradictory.
      </p>
      <p>
        For example, some scientists argue against
punishment and for the motivational nature of
safe environments [
        <xref ref-type="bibr" rid="ref47">47</xref>
        ], while others favor
losing options to exert pressure for behavioral
change [
        <xref ref-type="bibr" rid="ref15 ref42">15, 42</xref>
        ], in line with behaviorist
theories of positive and negative reinforcement
[
        <xref ref-type="bibr" rid="ref56">56</xref>
        ]. Thus, we suggest that the important aspect
of co-designing the intervention with the target
group [
        <xref ref-type="bibr" rid="ref14 ref17 ref35 ref44 ref46 ref8">8, 14, 17, 35, 44, 46</xref>
        ] should include
discussing whether losing options are perceived
as a barrier or facilitator of motivational effects.
      </p>
      <p>
        Negative and positive reinforcements, such
as rewards, represent external events as stated
in cognitive evaluation theory [
        <xref ref-type="bibr" rid="ref57">57</xref>
        ] that can
undermine intrinsic motivation [
        <xref ref-type="bibr" rid="ref58">58</xref>
        ], which is
why Chen [
        <xref ref-type="bibr" rid="ref44">44</xref>
        ] argues that behavioral
incentives should be avoided. In contrast, a
large number of the reviewed studies strongly
suggest the introduction of behavioral
incentives, not only conceptually, but also
backed up by qualitative interviews [
        <xref ref-type="bibr" rid="ref20 ref47 ref52">20, 47, 52</xref>
        ]
and quantitative surveys [
        <xref ref-type="bibr" rid="ref54">54</xref>
        ] that emphasize
their motivational power. Since tangible
extrinsic incentives, such as money, can pose
the crucial challenge of influencing behavior
only as long as they are available [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], we
propose implementing intangible incentives
such as achievements and badges that could be
more efficient than tangible prizes.
      </p>
      <p>
        Moreover, Wehbe et al. [
        <xref ref-type="bibr" rid="ref36">36</xref>
        ] suggest
avoiding social competition, whereas other
scholars strongly favor social competition
mechanisms [
        <xref ref-type="bibr" rid="ref15 ref19 ref33 ref41 ref47 ref54">15, 19, 33, 41, 47, 54</xref>
        ]. Social
comparison theory [
        <xref ref-type="bibr" rid="ref59">59</xref>
        ] underlines the
introduction of comparison and competition
mechanisms as a motivational drive for
selfevaluation through comparison with others.
However, it is suggested that interventions
should be carefully designed to ensure that
people do not perceive a high risk of exposing
their own inferiority to others [
        <xref ref-type="bibr" rid="ref60">60</xref>
        ].
      </p>
      <p>
        Second, as we argued in the results section,
the proposed principles refer to different
aspects of the design of gamification and
persuasive systems. The design of a positive
user experience typically depends on three
elements: the user, the system and the context
[
        <xref ref-type="bibr" rid="ref61">61</xref>
        ].
      </p>
      <p>
        In conceptualizing the identified design
principles, we argue that they can be
distinguished into user-oriented principles that
drive user behavior, system-oriented principles
that relate to the mechanisms that lead to
hedonic experiences or affective reactions such
as enjoyment and satisfaction, and
contextoriented principles that refer to the context of
the intervention. User-oriented and
systemoriented principles, in particular, can guide the
choice of interface design patterns or
motivational affordances. To better illustrate
the link between design principles and
motivational affordances, we suggest examples
from the variety of motivational affordances
proposed in the academic literature [
        <xref ref-type="bibr" rid="ref1 ref2 ref55">1, 2, 55</xref>
        ]
that can be selected to implement specific
design principles. As can be seen in our
examples, a particular affordance can serve to
implement multiple design principles, in line
with the observations of Deterding [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], e.g.
the intrinsic need of competence [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] and
constitute an incentive [
        <xref ref-type="bibr" rid="ref57">57</xref>
        ], while peer-rating
provides community support and allows social
recognition.
      </p>
      <p>As a result, we propose a conceptual
framework of design principles for the
successful design of gamification and
persuasive systems (Figure 3) that comprises
the most substantiated design principles
considered important by at least five of the
reviewed articles and examples of their
implementation with motivational affordances.</p>
      <p>User-oriented principles are those
principles that lead to both individual and social
behavior outcomes. For example, providing
immediate positive feedback (e.g., with points
and badges), introducing incentives (e.g.,
rewards) or guiding with persuasive messages
(e.g., reminders and suggestions) directly
induce individual user behavior towards
intended outcomes. On the other hand, allowing
social comparisons (e.g., with leaderboards) or
encouraging collaboration (e.g., with teams)
lead to a community drive towards individual
behavior change.</p>
      <p>System-oriented principles include design
principles that promote hedonic experiences.
For example, personalization of the system
(e.g., with avatars and customization) promotes
the identification with the system, and freedom
of choice (e.g., different missions) leads to
enjoyment.</p>
      <p>Context-oriented principles refer to the
context of the intervention, such as considering
the location or including the target group in
codesign.</p>
      <p>
        Regarding the game design model, e.g. in
form of the mechanics, dynamics and aesthetics
model, our framework of design principles that
relate to dynamics can help select appropriate
mechanics (i.e., motivational affordances) to
achieve intended aesthetics or emotional
responses [
        <xref ref-type="bibr" rid="ref62">62</xref>
        ]. Concerning various game
design methods, which share the common steps
of defining objectives and expected behaviors,
identifying player types and then deploying
appropriate game design principles [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ], our
framework can assist in identifying suitable
design principles for the objectives. For
example, the evaluation of knowledge may be
highly relevant in game-based learning, while it
may be negligible in the fitness context.
      </p>
      <p>By bridging the level of motivational
affordances with the levels of the game model
and the game design methods, our conceptual
framework of design principles aims to help
scientists and practitioners successfully design
gamified interventions in a scientifically
grounded manner.</p>
      <p>As with any scientific work, this study is not
without its limitations. While this work aimed
to provide a generic overview of design
principles for the design of gamification and
persuasive systems from the academic
literature, it neglected the design experiences of
practitioners, which could also be considered
valuable for deriving effective design
principles. Further work is invited to expand the
review with books, reports, and other sources of
practitioners to verify consistency with the
principles drawn from the scientific literature.</p>
      <p>Since this review, to the best of our
knowledge, represents the first systematic
analysis of design principles in gamification
and persuasive systems, the identification and
classification of design principles was based
primarily on our own assessment of the
similarities and differences between the
principles proposed in the reviewed articles
(e.g., "immediate feedback", "positive
feedback", and "feedback mechanisms" were
combined into "immediate positive feedback").
We, therefore, encourage further research to
repeat or expand our review to verify the
reliability of our design principles.</p>
      <p>Finally, the selection of appropriate design
principles for a given application context
should be facilitated by empirically comparing
the effectiveness of different principles in
diverse areas, uncovering the most important
principles for specific contexts, such as, but not
limited to, education, business, sustainability,
healthcare, and fitness, which are among the
most popular in current research on
gamification and persuasive systems.</p>
    </sec>
  </body>
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