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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Henrik Wesseloha, Niklas Buddensieka, Tim Pantela, Felix M. Steina, Phillip Szelata and Matthias Schumanna</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Gamification</institution>
          ,
          <addr-line>Intrinsic Motivation, SDT, Gameful Perception, SEM</addr-line>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>University of Göttingen</institution>
          ,
          <addr-line>Platz der Göttinger Sieben 5, Göttingen, 37073</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Scientific studies have shown that the use of gamification is effective in promoting motivation and behavior. However, reasons for the effectiveness of the implemented game elements are analyzed insufficiently. The following article therefor addresses the issue of gameful perception induced through gamification by using an experimental, single factor between-subjects design. First, we draw on Self-Determination Theory to derive a grounded research model. Then, we investigate two groups by using a learning application with a gamified and non-gamified version to test our hypotheses. Our results show that the users gameful perception of an activity mediates the motivational outcomes. We discuss our findings and relate these to design to outline pitfalls and the importance of evoking a conscious gameful experience.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        As an important instrument for fostering or
maintaining human motivation and behavior,
gamification, i.e. the use of game design
elements in a non-game context [
        <xref ref-type="bibr" rid="ref4">6</xref>
        ] to evoke
gameful experiences [
        <xref ref-type="bibr" rid="ref9">11</xref>
        ], has gained more
attention in recent years. Gamification is used
across different domains, e.g. education, health,
or crowdsourcing, to support psychological and
behavioral outcomes, like e.g. engagement or
participation [
        <xref ref-type="bibr" rid="ref11">13</xref>
        ]. Previous research has shown
that gamification can also help to satisfy
intrinsic psychological needs like autonomy,
competence or relatedness and thus support
intrinsic motivation [
        <xref ref-type="bibr" rid="ref13 ref15 ref2 ref21">4, 15, 17, 23</xref>
        ].
      </p>
      <p>
        However, the knowledge about how exactly
gamification works is still incomplete [
        <xref ref-type="bibr" rid="ref17">19</xref>
        ].
Systematic reviews on gamification research
mostly report mixed results for the
effectiveness [
        <xref ref-type="bibr" rid="ref11">13</xref>
        ]. Even though the number of
studies analyzing gamifications effectiveness is
growing, academia still misses insights: It is yet
unknown to what extent certain factors besides
gameful affordances influence the motivational
impact. These aspects are however needed to
explain the different outcomes among similar
game design elements [
        <xref ref-type="bibr" rid="ref11 ref16">13, 18</xref>
        ]. For this study
we therefor analyze whether the motivational
effect of gamification depends on a gameful
perception. We assume that in order to benefit
from gamification, it is mandatory that users
also perceive the activity as gameful. Thus, we
address the following research question:
RQ: How does a gameful perception influence
the motivational effect of gamification?
      </p>
    </sec>
    <sec id="sec-2">
      <title>To address this question, we briefly want to</title>
      <p>
        give an overview of related research and derive
a research model based on Self-Determination
Theory (SDT) [
        <xref ref-type="bibr" rid="ref2">4</xref>
        ] as theoretical foundation. We
then present our single factor between-subjects
research design by describing the experiment
procedure, the measures for data collection and
provide a descriptive analysis of participants.
To validate the mediation model, we follow a
structural equation modeling approach [
        <xref ref-type="bibr" rid="ref10">2, 12</xref>
        ].
Moreover, we do a mean comparison, to find
differences in motivational effect of a gamified
and a non-gamified application. Finally, we
discuss our findings and conclude this paper to
provide implications for future research.
      </p>
      <p>
        Our findings contribute to current research
analyzing the effect of gamification on intrinsic
motivation and need satisfaction, because they
provide an understanding of why gamification
studies might fail measuring positive outcomes
[
        <xref ref-type="bibr" rid="ref11">13</xref>
        ]: When analyzing the effect of (individual)
game elements on psychological outcomes, we
often miss on the actual emersion of a conscious
gameful perception within the participants.
Recent empirical studies on the effects of
gamification on intrinsic motivation are mostly
based on SDT and its subtheories and therefore
also examine the basic needs for autonomy,
competence or relatedness [cf. 15, 17, 20, 23].
      </p>
      <p>
        Autonomy refers to a psychological freedom
to perform an activity at own will, while
competence describes the effectiveness of an
individual doing this activity. Relatedness
covers the social aspect of an activity. In
combination, these factors build the concept of
intrinsic motivation, which refers to an inherent
interest or enjoyment towards an activity itself
and not for its instrumental value [
        <xref ref-type="bibr" rid="ref1 ref2">3, 4</xref>
        ].
      </p>
      <p>
        While an older study from Hanus &amp; Fox [
        <xref ref-type="bibr" rid="ref6">8</xref>
        ]
showed that gamification had a negative effect
on intrinsic motivation recent studies presented
positive effects. We outline a few contributions
which stressed the importance of
perception for intrinsic need satisfaction in a
chronological order.
      </p>
      <p>
        Lieberoth (2015) hypothesized that framing
an activity as a game can lead to behavioral
changes and subjective experiences of intrinsic
motivation [
        <xref ref-type="bibr" rid="ref12">14</xref>
        ]. The study showed that the
perception of a playful frame for an mundane
task has a significant impact on enjoyment.
      </p>
      <p>
        Deterding (2015), suggested gamification to
support experiences of competence or inhibit
autonomy, depending on perception.
He draws on SDT to argue that, if gamification
is perceived by users as controlling, this would
have a negative influence on the experience of
autonomy. If the gameful feedback in turn is
perceived as informative, it would promote the
experience of competence [
        <xref ref-type="bibr" rid="ref2 ref3">4, 5</xref>
        ].
      </p>
      <p>
        Mekler et al. (2017) analyzed motivational
effects of individual game elements and found
that, despite their supposed external incentive,
points, level and the leaderboard did not lead to
a negative (overjustification) effect on intrinsic
motivation [
        <xref ref-type="bibr" rid="ref13">15</xref>
        ]. They attributed this result to a
rather low gameful experience during the task.
      </p>
      <p>
        Sailer et al. (2017) did a comparable study
and found positive effects of gamification on
competence and relatedness. Furthermore, they
noticed that some participants did not recognize
the game elements. The authors attributed this
result to potential flaws in their gamification
design and assumed that it had resulted in a
lower motivational effect [
        <xref ref-type="bibr" rid="ref15">17</xref>
        ].
      </p>
      <p>
        Furthermore, the contributions from Suh et
al. (2018) and Xi &amp; Hamari (2019) both provide
positive empirical insights on how gamification
satisfies the three intrinsic needs [
        <xref ref-type="bibr" rid="ref18 ref21">20, 23</xref>
        ]. These
authors point out that the need for further
research on potential moderators or mediators
remains.
      </p>
      <p>This section depicts the research model, which
we briefly outline in the following.</p>
      <p>For our model, we consider gamification as
a manifest, exogenous variable that represents
the source of a gameful perception. To simplify,
gamification is modelled as binary variable, so
an application or service will only vary between
the gamified (1) and the non-gamified (0) state.</p>
      <p>
        Perception of gamefulness describes to what
extent individuals consciously notice a
gamelike situation when interacting with a system or
service. This perception is supported e.g. by
feelings of challenge, competition, immersion
and social experiences, as well as playfulness
[
        <xref ref-type="bibr" rid="ref7">9</xref>
        ]. As gameful designers, we can address these
different experiences when implementing game
mechanics in a utilitarian system or service
[
        <xref ref-type="bibr" rid="ref8">10</xref>
        ]. Therefore, we state our first hypothesis:
H1: Gamification has a positive impact on the
perception of gamefulness.
      </p>
    </sec>
    <sec id="sec-3">
      <title>Furthermore, Deci &amp; ly</title>
      <p>
        Cognitive Evaluation Theory, CET) postulates
that psychological need satisfaction consists of
the fulfillment of autonomy, competence and
relatedness [
        <xref ref-type="bibr" rid="ref2">4</xref>
        ].
influences the satisfaction of intrinsic needs [
        <xref ref-type="bibr" rid="ref2">4</xref>
        ],
gamification can be used to create beneficial
conditions that support feelings of autonomy,
competence and relatedness [
        <xref ref-type="bibr" rid="ref13 ref15 ref18 ref21 ref3">5, 15, 17, 20, 23</xref>
        ].
For example, points, badges, or rankings are
common feedback elements and should thus
support the need of competence [
        <xref ref-type="bibr" rid="ref2">4</xref>
        ]. These
elements, however, do not have to inevitably
originate from games and thus might not be
perceived per se as gameful affordance. We
take this instant as a reason why gameful
approaches led to different results despite using
comparable game elements within similar cases
[
        <xref ref-type="bibr" rid="ref11 ref16">13, 18</xref>
        ]. So, to benefit from the motivational
pull [
        <xref ref-type="bibr" rid="ref14">16</xref>
        ] of games, we assume that users need
to perceive the use of a gamified application as
gameful. Consequently, we state our second
research hypothesis:
      </p>
      <sec id="sec-3-1">
        <title>H2a-c: Perception of gamefulness mediates needs of autonomy (a), competence (b) and relatedness (c).</title>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Moreover, we want to address the support of</title>
      <p>
        intrinsic motivation as a desirable motivational
effect. In theory, the three psychological needs
of autonomy, competence and relatedness are
required determinants for intrinsic motivation
[
        <xref ref-type="bibr" rid="ref2">4</xref>
        ]. To
SDT suggests to measure enjoyment, as they
are closely associated [
        <xref ref-type="bibr" rid="ref1">3</xref>
        ]. Recent studies on
gamification have used this operationalization
to prove its motivational effects and concluded
that supporting need satisfaction may improve
enjoyment and, thus, intrinsic motivation [
        <xref ref-type="bibr" rid="ref18">20</xref>
        ].
For that reason, we hypothesize:
      </p>
      <sec id="sec-4-1">
        <title>H3a-c: Satisfying the need of autonomy (a), competence (b), and relatedness (c), has a positive effect on intrinsic motivation.</title>
        <p>We used a single factor between-subjects study
design to answer the research question and test
our model hypotheses. Hence, the participants
were divided into two groups: experimental and
control. Both groups performed the same
experiment, in which they answered general
knowledge questions with our prototypical
application. We treated the experimental group
with a gamified version, while the control
group used a non-gamified version. After the
experiment, both groups were asked to fill out
an online survey to determine their experiences.
These survey results were then analyzed using
statistical methods.</p>
        <p>
          The laboratory experiment is based on the use
of a mobile web application for knowledge
retrieval that uses collaborative and competitive
game design elements to motivate learning. We
developed this learning app for lectures [
          <xref ref-type="bibr" rid="ref20">22</xref>
          ], so
mainly groups of 10 or more students use it.
During a session, participants answer randomly
assigned, multiple-choice questions prepared
by lecturer on their mobile device, in their own
pace, with a maximum duration of 30 seconds
per question. These question sessions are set to
last between three to five minutes. After a
session, the participants receive a summary of
their performance and solutions for their
individual questions, while lecturers get access
to aggregated performance data.
        </p>
        <p>
          The gamified version additionally includes
different game design elements to provide a
gameful experience for its users and thus
support the feeling of autonomy, competence,
and relatedness. We integrated feedback
elements like, points (for correct answers incl.
streaks), badges, and a leaderboard to support
experiences of achievement and competition.
To support immersion, users find a narrative
setting and can choose their respective gameful
avatar. Furthermore, the session resembles a
challenging quest, in which the students team
up to encounter a virtual boss enemy, which
resembles the question pool. During this boss
battle, each student contributes individually to
overcome the boss by answering questions
correctly but can be eliminated after a defined
number of mistakes (virtual lives). The students
win the boss event collaboratively by solving a
defined number of questions during the set
time. Overall, we assume, these
achievementrelated, immersive and social features are able
to
in the educational context [
          <xref ref-type="bibr" rid="ref21">23</xref>
          ].
        </p>
        <p>In contrast, the non-gamified version only
shows a timer to indicate the remaining time
during a question session. All gamification
features like the narrative or the feedback
elements are omitted. Figure 2 shows the visual
differences between the gamified and
nongamified application. The screenshots display
the quiz question design on a mobile device
(e.g., smartphone) [#1,2], the lecturer screen
during a question session, which is presented to
the participants via projector [#3,4], the start
screen for participants [#5,6], the gameful
feedback for participants [#7] and the gameful
post-game screen with the leaderboard [#8].</p>
        <p>Our plan was to use the application in two
distinct lectures with live attendees, to set up
the two groups for the experiment. Due to the
ongoing corona pandemic, however, no live
lectures were held, so we decided to adapt the
experiment to take place online virtually. To
simulate other participants during the question
session, we integrated bots in our application.
This way, we were able to allow individuals or
smaller groups to participate in the online
experiment and still maintain the social aspect
of our gamification concept. Additionally, we
setup a question pool of 45 general knowledge
questions in the field of sports, politics, history,
and science to reach out for a broader audience.</p>
        <p>We shared our invitation to participate in the
experiment via social media. The individuals
and small groups that joined our experiment via
a video conference platform that allows screen
sharing (of the lecturer screen) were randomly
assigned to the experimental or control group.
Before each question session, we informed the
participants about the procedure of the
experiment and briefly presented the respective
application. Then, the question session started
with a duration of 4 minutes (experimental
group) or 3 minutes (control group)2.</p>
        <p>After participants had seen their individual
(gameful) results, the app provided a button
linked to the online survey. We used this link to
add a parameter of each ID to be
able to connect the self-reported survey data
with actual performance and session data
provided be the app.</p>
        <p>The data collection following the experiment
was carried out using an online survey. All
items were measured with a seven-point Likert
scale (completely disagree (1) to completely
agree (7)). We used five items per latent
construct to ensure an appropriate length of the
questionnaire but also to leave additional room
for the removal of weak or unsuitable items. As
all items are self-reported experience measures,
we carefully translated the items to German for
participants to comprehend.</p>
        <p>
          To measure the perception of gamefulness,
we selected items from the GAMEFULQUEST
scale for playfulness [
          <xref ref-type="bibr" rid="ref7">9</xref>
          ]. We did not consider
other game-specific items to prevent confusion
in the control group. To operationalize the SDT
perspective of intrinsic motivation, we chose
items from the Intrinsic Motivation Inventory
(IMI) and respective contributions [
          <xref ref-type="bibr" rid="ref1 ref19">1, 3, 21</xref>
          ].
For the construct of autonomy the Ubisoft
Perceived Experience Questionnaire (UPEQ)
was used, which adapts the autonomy measures
to video games [1]. The construct of relatedness
was measured using an adapted questionnaire
of the IMI for group work
[
          <xref ref-type="bibr" rid="ref19">21</xref>
          ]. The third SDT construct, competence, was
measured using the perceived competence
scale from the IMI [
          <xref ref-type="bibr" rid="ref1">3</xref>
          ]. Additionally, we used
the IMI scale for enjoyment / interest to
operationalize intrinsic motivation [
          <xref ref-type="bibr" rid="ref1">3</xref>
          ].
2 We chose this distinction, as the gamified session can end early
due to its winning condition. In average, this resulted in the same
playing time.
        </p>
        <p>In addition to these measures, we asked six
control questions to differentiate between the
respondents. These controls include gender, age
and highest educational level. Furthermore, the
general affinity towards play was queried, with
users specifying how often they play games
during the week and whether participants had
used our application before.</p>
        <p>Due to cross-loadings (cf. 4.1 Measurement
Model) and/or poor factor loadings (&lt; 0.70) we
had to remove certain items during data
analysis to ensure high construct reliability.</p>
        <p>firms internal consistency
for each construct 0.828).</p>
        <p>Table 1 shows the items used as reflective
measures for the latent constructs (italic items
had to be removed during factor analysis).
Overall, the distribution of participants between
the experimental and comparison group was
balanced with 105 and 93 respondents. The
experiment was taken by 43 individuals, 23
groups of two, 15 groups of three and 12 groups
with four or more participants. The largest
group in our sample held twelve participants.</p>
        <p>The age of the participants was highly
concentrated in the range of 20 to 30 years, the
average age was 30.6 years (SD = 13.57), the
median was 25 years. Whereas 134 participants
were between the age of 20 and 30 years, only
48 participants were older than 30. Males were
slightly overrepresented (60%) compared with
females (39%), while two participants replied
their gender as diverse (1%).</p>
        <p>The participants mainly have an academic
background: 43% had a bachelor's degree, 22%
a master's or diploma. 21% of the respondents
indicated that their highest educational level
was the high school graduation. The most
common field of study was economics (51%),
while other fields of study were mainly in
humanities and social sciences as well as
teacher training and .
During the question sessions, the participants
answered 12.8 (SD = 4.81) questions after 14.6
(SD = 5.39) seconds on average. The relative
success rate, i.e., the ratio of correct responses
compared to the total number of answered
questions, was 54%.</p>
        <p>About 22% of the participants had a high
affinity towards play and stated that they played
games such as board games or video games
every day , whereas 19% of participants said
they played several times a week and 26%
several times a month . The largest proportion
of respondents (33%) said they played games
less often or never . Some participants (34%)
also had used our application before, but for the
majority (64%) the app was new.</p>
        <p>
          To test the postulated hypotheses from our
research model, we used a structural equation
modelling (SEM) approach [
          <xref ref-type="bibr" rid="ref10">2, 12</xref>
          ]. The data
analysis was done in Stata 16 and SPSS 26. To
assess the quality of the measurement model,
we performed an exploratory factor analysis in
SPSS. Furthermore, we compared the survey
results between the two groups with a mean
comparison. Subsequently, the structural model
was estimated using the maximum likelihood
estimation (MLE) as the default method [
          <xref ref-type="bibr" rid="ref10">12</xref>
          ] in
Stata. Accordingly, the SEM requirements of a
large sample size, multivariate normality and
correct model specification [
          <xref ref-type="bibr" rid="ref10">12</xref>
          ] were met, as
the next section shows.
        </p>
        <p>The SEM approach requires, the constructs to
be tested for their content, convergent, and
discriminant validity in order to assess the fit of
the model with the collected data [2].</p>
        <p>
          First, we assume content validity, because
of our item selection from validated, existing
scales like IMI [
          <xref ref-type="bibr" rid="ref1">3</xref>
          ] and GAMEFULQUEST [
          <xref ref-type="bibr" rid="ref7">9</xref>
          ].
        </p>
        <p>
          Second, we tested empirically our sample
for convergent validity by determining the
individual item reliability, composite reliability
(CR) and average variance extracted (AVE) by
executing a factor analysis. The sample data
was suitable for factor analysis, as the
KaiserMeyer-Olkin Measure of Sampling Adequacy
(KMO) is greater than 0.60 (KMO = 0.834). In
the case of individual item reliability, we follow
the criteria of high factor loadings (&gt; 0.70) [
          <xref ref-type="bibr" rid="ref10">12</xref>
          ],
which is why a few items (POG3; A3; A4; A5;
C5; IM3; IM4) had to be removed from the
initial model. Afterwards we determined values
for CR that ranged from 0.764 to 0.932, which
is above the acceptable limit (&gt; 0.70) [
          <xref ref-type="bibr" rid="ref10">12</xref>
          ].
Additionally, we calculated the AVE for each
construct, which also exceeded the required
threshold (&gt; 0.50) in all cases, except for the
perception of gamefulness (AVE = 0.462),
which is slightly below the limit. Still, this
constructs convergent validity can be regarded
adequate [
          <xref ref-type="bibr" rid="ref5">7</xref>
          ], due to its higher composite
reliability (CR = 0.764) .
        </p>
        <p>
          Third, we determined discriminant validity
by checking for possible cross-loadings via the
pattern matrix. For the adjusted model, all items
showed the highest loadings for their respective
construct. Additionally, we draw upon the
criterion from Fornell &amp; Larcker [
          <xref ref-type="bibr" rid="ref5">7</xref>
          ] to show
that the AVE of each construct is higher than
any squared correlation with another construct,
which serves as a prove of discriminant validity
at construct level.
        </p>
        <p>
          Table 2 and Table 3 present the results from
our factor analysis, showing the relevant scores
for CR, AVE, Alpha ( , as well as
cross-loadings and inter-construct correlations
for the Fornell-Larcker-criterion [
          <xref ref-type="bibr" rid="ref5">7</xref>
          ].
        </p>
        <p>As last data analysis in the measurement model,
we did an independent-samples t-test with a
95% confidence interval to compare the means
of the survey results between the gamified,
experimental group (n = 105) and the
nongamified, control group (n = 93). In advance,
the requirement
of equal variances.</p>
        <p>On the one hand, the results of the mean
comparison identified differences between the
gamified and non-gamified group considering a
gameful perception and intrinsic motivation
(both p 0.05). Especially for the construct of
relatedness, the item means differ significantly
(p 0.01). On the other hand, we were, not able
to measure any differences for the constructs of
autonomy or competence.</p>
        <p>Table 4 shows the results of the mean
comparison with sample means for the control
group ( 0) and experimental group ( 1) and
their respective confidence intervals (CI).
We then estimated the revised model with MLE
and determined the model fit indices. The
results for our structual model indicate effects
of gamification on gameful perception (POG)
( = 0.254; p = 0.001), which was expectable.
Thus, hypothesis H1 is supported. Furthermore,
we found that gameful perception affected the
experience of some basic psychological needs.
The influence of POG on relatedness showed
the strongest effect ( 54; p = 0.000),
whereas the impact on experience of autonomy
seemed moderate ( ). In
contrast, the relationship between a gameful
perception and experiencing competence could
not be confirmed ( = 0.149; p = 0.062). When
analyzing for mediating effects, we did not find
significant direct effects between gamification
and either autonomy ( = 0.102; p = 0.150) or
competence ( = 0.034; p = 0.647). In case of
relatedness, however, gamification showed a
significant direct effect = 0.163; p = 0.013).
In addition, we determined significant indirect
effects of gamification on autonomy ( = 0.114;
p = 0.004), as well as on relatedness = 0.166;
p = 0.002), but not on competence ( = 0.038;
p = 0.107). According to this result, POG fully
mediates the relationship between gamification
and autonomy but only partially mediates the
effect of gamification on relatedness. Thus, our
hypotheses (H2a-c) are just partly supported.</p>
        <p>
          As postulated by SDT [
          <xref ref-type="bibr" rid="ref2">4</xref>
          ], we are also able
to prove the relationship of intrinsic motivation
and needs of = 0.163; p = 0.021),
social
.395; p = 0.000). Thus, the
hypotheses derived from SDT (H3a-c) are also
supported. Moreover, neither of the measured
control variables has a significant positive
association (p 0.05) with POG or any other
latent construct.
        </p>
        <p>
          In terms of model fit, our structural model
shows good to adequate values for different
quality criteria [
          <xref ref-type="bibr" rid="ref10">12</xref>
          ]: RMSEA = 0.073 (&lt; 0.08),
CFI = 0.912 (&gt; 0.9), TLI = 0.896 (~ 0.9), and
SRMR = 0.077 (&lt; 0.08). Figure 3 shows the
estimated model with standardized coefficients.
Overall, we found an evidence for a mediating
gamification and intrinsic need satisfaction. We
interprete that the reason for the full mediation
in case of autonomy lies in the characteristic of
play itself, which is regarded as a voluntary
activity (and thus autonomous) [
          <xref ref-type="bibr" rid="ref14">16</xref>
          ]. Therefore,
only if users perceive their activity as gameful,
it likely that they actually feel self-determined
[
          <xref ref-type="bibr" rid="ref2">4</xref>
          ]. The reason for partial mediation in case of
relatedness can be explained by the design of
our gamified app. The leaderboard or avatars,
e.g., reveal that other users are also involved in
a session. Therefore, regardless of a gameful
perception, users can still feel connected [
          <xref ref-type="bibr" rid="ref2">4</xref>
          ].
Additionally, the relatedness is reinforced by a
collaborative competition to beat the boss and
win the quiz, which likely fuels their gameful
perception [
          <xref ref-type="bibr" rid="ref7">9</xref>
          ]. This seems reasonable for us,
but, some unexpected findings need discussion.
        </p>
        <p>
          First, the mean comparison did not show
differences for autonomy and competence
between the groups. In the case of competence,
the bots in the gamified version could be a
possible cause for the missing change, as they
average response time was 5.7 seconds lower,
while having a success rate of 75%. In
comparison to the 52% success rate of the
participants, the integrated bots seemed a bit
of the leaderboard, they may have inhibited the
expected to emerge from the gameful feedback
[
          <xref ref-type="bibr" rid="ref20">22</xref>
          ]. This flaw in our app design might have led
to the low (non-significant) mediating effect.
One reason for the lack of change in autonomy
could also lie in the gameful design of the
application: The gamified app might not have
provided enough choice to support a strong
feeling of autonomy [
          <xref ref-type="bibr" rid="ref15">17</xref>
          ]. For this aspect, the
two groups were only treated differently due to
the gamified character selection.
        </p>
        <p>Second, the experience of relatedness
differed strongly between the groups. In this
case, the effect of gamification might be
skewed, because the group sizes were slightly
larger in the experimental group with 4.22
participants than in the comparison group with
2.40 participants in average. In general, this
small difference in the social environment
during the experiment might have moderated
the effect. It therefore remains uncertain to what
extent gamification was the underlying factor
for the change in social relatedness.</p>
        <p>Third, the control variable of affinity to
play was slightly below the borderline to show
a significant effect on gameful perception
( = 0.154; p = 0.054). We think that the affinity
to play, however, can have an impact on
gameful perception, as gamers have a wider
experience of what an actual game situation
feels like compared to non-gamers. Therefore,
gamers might perceive a gameful situation
easier as they can relate them to other game
experiences. A possible reason, why this effect
was statistically not significant could lie in the
group composition, as the affinity to play was
about 15% lower in the gamified group
(M = 2.486) compared to the non-gamified
group (M = 2.925).</p>
        <p>The objective of this study was to analyze how
motivational effect. Our results indicate the
importance of a gameful perception in context
of a gamified learning app to foster intrinsic
motivation. The results, however, underly a few
limitations which we briefly want to address to
provide some ideas for future research.</p>
        <p>During the experiment, both applications for
knowledge retrieval represented a quiz, which
can be considered per se as a game. In context
of education, however, we want to point out the
ulitarian (and not hedonic) purpose to
determine learning outcomes. That is why we
refer to the control group as non-gamified in
this study. Still, in other scenarios it might be
reasonable to compare low and high degrees of
gamification to determine gameful perception.</p>
        <p>
          Furthermore, we want to stress out, that we
selected and translated items from different,
validated scales. To
perception, we only considered playfulness as
an indicator. Still, there are also other possible
dimensions that induce a gameful experience
which researchers can use to employ a fuller
measure of gamefulness as a mediator [
          <xref ref-type="bibr" rid="ref7">9</xref>
          ].
        </p>
        <p>Finally, we want to encourage researchers to
consider gameful perception when analyzing
motivational effects of gamification in future
(replication) studies. Studies that examine the
circumstances where individual game elements
evoke a gameful perception and thus support
intrinsic needs are still scarce. We also suggest
to compare gamification on gamers
and non-gamers need satisfaction, as both target
groups seem to have a different perspective on
gamification.
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