=Paper= {{Paper |id=Vol-2883/paper9 |storemode=property |title=The role of gameful perception as a mediator for intrinsically motivating gamification. |pdfUrl=https://ceur-ws.org/Vol-2883/paper9.pdf |volume=Vol-2883 |authors=Henrik Wesseloh,Niklas Buddensiek,Tim Pantel,Felix M. Stein,Phillip Szelat,Matthias Schumann |dblpUrl=https://dblp.org/rec/conf/gamifin/WesselohBPSSS21 }} ==The role of gameful perception as a mediator for intrinsically motivating gamification.== https://ceur-ws.org/Vol-2883/paper9.pdf
Henrik Wesseloha, Niklas Buddensieka, Tim Pantela, Felix M. Steina, Phillip Szelata and
Matthias Schumanna
a
    University of Göttingen, Platz der Göttinger Sieben 5, Göttingen, 37073, Germany




                 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.


                 Gamification, Intrinsic Motivation, SDT, Gameful Perception, SEM


                                                                                            unknown to what extent certain factors besides
                                                                                            gameful affordances influence the motivational
As an important instrument for fostering or                                                 impact. These aspects are however needed to
maintaining human motivation and behavior,                                                  explain the different outcomes among similar
gamification, i.e. the use of game design                                                   game design elements [13, 18]. For this study
elements in a non-game context [6] to evoke                                                 we therefor analyze whether the motivational
 gameful experiences [11], has gained more                                                  effect of gamification depends on a gameful
attention in recent years. Gamification is used                                             perception. We assume that in order to benefit
across different domains, e.g. education, health,                                           from gamification, it is mandatory that users
or crowdsourcing, to support psychological and                                              also perceive the activity as gameful. Thus, we
behavioral outcomes, like e.g. engagement or                                                address the following research question:
participation [13]. Previous research has shown
that gamification can also help to satisfy                                                  RQ: How does a gameful perception influence
intrinsic psychological needs like autonomy,                                                the motivational effect of gamification?
competence or relatedness and thus support
intrinsic motivation [4, 15, 17, 23].                                                          To address this question, we briefly want to
    However, the knowledge about how exactly                                                give an overview of related research and derive
gamification works is still incomplete [19].                                                a research model based on Self-Determination
Systematic reviews on gamification research                                                 Theory (SDT) [4] as theoretical foundation. We
mostly report mixed results for the                                                         then present our single factor between-subjects
effectiveness [13]. Even though the number of                                               research design by describing the experiment
studies analyzing gamifications effectiveness is                                            procedure, the measures for data collection and
growing, academia still misses insights: It is yet                                          provide a descriptive analysis of participants.

5th International GamiFIN Conference 2021 (GamiFIN 2021),
April 7-10, 2021, Finland.
EMAIL: henrik.wesseloh@uni-goettingen.de


               2021 Copyright for this paper by its authors. Use permitted under Creative
             Commons License Attribution 4.0 International (CC BY 4.0).
             CEUR Workshop Proceedings (CEUR-WS.org)
To validate the mediation model, we follow a        perceived as informative, it would promote the
structural equation modeling approach [2, 12].      experience of competence [4, 5].
Moreover, we do a mean comparison, to find              Mekler et al. (2017) analyzed motivational
differences in motivational effect of a gamified    effects of individual game elements and found
and a non-gamified application. Finally, we         that, despite their supposed external incentive,
discuss our findings and conclude this paper to     points, level and the leaderboard did not lead to
provide implications for future research.           a negative (overjustification) effect on intrinsic
    Our findings contribute to current research     motivation [15]. They attributed this result to a
analyzing the effect of gamification on intrinsic   rather low gameful experience during the task.
motivation and need satisfaction, because they          Sailer et al. (2017) did a comparable study
provide an understanding of why gamification        and found positive effects of gamification on
studies might fail measuring positive outcomes      competence and relatedness. Furthermore, they
[13]: When analyzing the effect of (individual)     noticed that some participants did not recognize
game elements on psychological outcomes, we         the game elements. The authors attributed this
often miss on the actual emersion of a conscious    result to potential flaws in their gamification
gameful perception within the participants.         design and assumed that it had resulted in a
                                                    lower motivational effect [17].
                                                        Furthermore, the contributions from Suh et
                                                    al. (2018) and Xi & Hamari (2019) both provide
                                                    positive empirical insights on how gamification
                                                    satisfies the three intrinsic needs [20, 23]. These
Recent empirical studies on the effects of          authors point out that the need for further
gamification on intrinsic motivation are mostly     research on potential moderators or mediators
based on SDT and its subtheories and therefore      remains.
also examine the basic needs for autonomy,
competence or relatedness [cf. 15, 17, 20, 23].
    Autonomy refers to a psychological freedom
to perform an activity at own will, while           This section depicts the research model, which
competence describes the effectiveness of an        we briefly outline in the following.
individual doing this activity. Relatedness             For our model, we consider gamification as
covers the social aspect of an activity. In         a manifest, exogenous variable that represents
combination, these factors build the concept of     the source of a gameful perception. To simplify,
intrinsic motivation, which refers to an inherent   gamification is modelled as binary variable, so
interest or enjoyment towards an activity itself    an application or service will only vary between
and not for its instrumental value [3, 4].          the gamified (1) and the non-gamified (0) state.
    While an older study from Hanus & Fox [8]           Perception of gamefulness describes to what
showed that gamification had a negative effect      extent individuals consciously notice a game-
on intrinsic motivation recent studies presented    like situation when interacting with a system or
positive effects. We outline a few contributions    service. This perception is supported e.g. by
which stressed the importance of                    feelings of challenge, competition, immersion
perception for intrinsic need satisfaction in a     and social experiences, as well as playfulness
chronological order.                                [9]. As gameful designers, we can address these
    Lieberoth (2015) hypothesized that framing      different experiences when implementing game
an activity as a game can lead to behavioral        mechanics in a utilitarian system or service
changes and subjective experiences of intrinsic     [10]. Therefore, we state our first hypothesis:
motivation [14]. The study showed that the
perception of a playful frame for an mundane        H1: Gamification has a positive impact on the
task has a significant impact on enjoyment.         perception of gamefulness.
    Deterding (2015), suggested gamification to
support experiences of competence or inhibit            Furthermore, Deci &                          ly
autonomy, depending on                perception.   Cognitive Evaluation Theory, CET) postulates
He draws on SDT to argue that, if gamification      that psychological need satisfaction consists of
is perceived by users as controlling, this would    the fulfillment of autonomy, competence and
have a negative influence on the experience of      relatedness [4].
autonomy. If the gameful feedback in turn is        influences the satisfaction of intrinsic needs [4],
gamification can be used to create beneficial
conditions that support feelings of autonomy,
competence and relatedness [5, 15, 17, 20, 23].     We used a single factor between-subjects study
For example, points, badges, or rankings are        design to answer the research question and test
common feedback elements and should thus            our model hypotheses. Hence, the participants
support the need of competence [4]. These           were divided into two groups: experimental and
elements, however, do not have to inevitably        control. Both groups performed the same
originate from games and thus might not be          experiment, in which they answered general
perceived per se as gameful affordance. We          knowledge questions with our prototypical
take this instant as a reason why gameful           application. We treated the experimental group
approaches led to different results despite using   with a gamified version, while the control
comparable game elements within similar cases       group used a non-gamified version. After the
[13, 18]. So, to benefit from the motivational      experiment, both groups were asked to fill out
pull [16] of games, we assume that users need       an online survey to determine their experiences.
to perceive the use of a gamified application as    These survey results were then analyzed using
gameful. Consequently, we state our second          statistical methods.
research hypothesis:

H2a-c: Perception of gamefulness mediates
                       needs of autonomy (a),       The laboratory experiment is based on the use
competence (b) and relatedness (c).                 of a mobile web application for knowledge
                                                    retrieval that uses collaborative and competitive
    Moreover, we want to address the support of     game design elements to motivate learning. We
intrinsic motivation as a desirable motivational    developed this learning app for lectures [22], so
effect. In theory, the three psychological needs    mainly groups of 10 or more students use it.
of autonomy, competence and relatedness are         During a session, participants answer randomly
required determinants for intrinsic motivation      assigned, multiple-choice questions prepared
[4]. To                                             by lecturer on their mobile device, in their own
SDT suggests to measure enjoyment, as they          pace, with a maximum duration of 30 seconds
are closely associated [3]. Recent studies on       per question. These question sessions are set to
gamification have used this operationalization      last between three to five minutes. After a
to prove its motivational effects and concluded     session, the participants receive a summary of
that supporting need satisfaction may improve       their performance and solutions for their
enjoyment and, thus, intrinsic motivation [20].     individual questions, while lecturers get access
For that reason, we hypothesize:                    to aggregated performance data.
                                                        The gamified version additionally includes
H3a-c: Satisfying the need of autonomy (a),         different game design elements to provide a
competence (b), and relatedness (c), has a          gameful experience for its users and thus
positive effect on intrinsic motivation.            support the feeling of autonomy, competence,
                                                    and relatedness. We integrated feedback
Figure 1 visualizes our derived research model      elements like, points (for correct answers incl.
with the different hypotheses to test.              streaks), badges, and a leaderboard to support
experiences of achievement and competition.        the participants via projector [#3,4], the start
To support immersion, users find a narrative       screen for participants [#5,6], the gameful
setting and can choose their respective gameful    feedback for participants [#7] and the gameful
avatar. Furthermore, the session resembles a       post-game screen with the leaderboard [#8].
challenging quest, in which the students team         Our plan was to use the application in two
up to encounter a virtual boss enemy, which        distinct lectures with live attendees, to set up
resembles the question pool. During this boss      the two groups for the experiment. Due to the
battle, each student contributes individually to   ongoing corona pandemic, however, no live
overcome the boss by answering questions           lectures were held, so we decided to adapt the
correctly but can be eliminated after a defined    experiment to take place online virtually. To
number of mistakes (virtual lives). The students   simulate other participants during the question
win the boss event collaboratively by solving a    session, we integrated bots in our application.
defined number of questions during the set         This way, we were able to allow individuals or
time. Overall, we assume, these achievement-       smaller groups to participate in the online
related, immersive and social features are able    experiment and still maintain the social aspect
to                                                 of our gamification concept. Additionally, we
in the educational context [23].                   setup a question pool of 45 general knowledge
    In contrast, the non-gamified version only     questions in the field of sports, politics, history,
shows a timer to indicate the remaining time       and science to reach out for a broader audience.
during a question session. All gamification           We shared our invitation to participate in the
features like the narrative or the feedback        experiment via social media. The individuals
elements are omitted. Figure 2 shows the visual    and small groups that joined our experiment via
differences between the gamified and non-          a video conference platform that allows screen
gamified application. The screenshots display      sharing (of the lecturer screen) were randomly
the quiz question design on a mobile device        assigned to the experimental or control group.
(e.g., smartphone) [#1,2], the lecturer screen     Before each question session, we informed the
during a question session, which is presented to   participants about the procedure of the
experiment and briefly presented the respective                       all items are self-reported experience measures,
application. Then, the question session started                       we carefully translated the items to German for
with a duration of 4 minutes (experimental                            participants to comprehend.
group) or 3 minutes (control group)2.                                     To measure the perception of gamefulness,
   After participants had seen their individual                       we selected items from the GAMEFULQUEST
(gameful) results, the app provided a button                          scale for playfulness [9]. We did not consider
linked to the online survey. We used this link to                     other game-specific items to prevent confusion
add a parameter of each                ID to be                       in the control group. To operationalize the SDT
able to connect the self-reported survey data                         perspective of intrinsic motivation, we chose
with actual performance and session data                              items from the Intrinsic Motivation Inventory
provided be the app.                                                  (IMI) and respective contributions [1, 3, 21].
                                                                      For the construct of autonomy the Ubisoft
                                                                      Perceived Experience Questionnaire (UPEQ)
                                                                      was used, which adapts the autonomy measures
The data collection following the experiment                          to video games [1]. The construct of relatedness
was carried out using an online survey. All                           was measured using an adapted questionnaire
items were measured with a seven-point Likert                         of the IMI                       for group work
scale (completely disagree (1) to completely                          [21]. The third SDT construct, competence, was
agree (7)). We used five items per latent                             measured using the perceived competence
construct to ensure an appropriate length of the                      scale from the IMI [3]. Additionally, we used
questionnaire but also to leave additional room                       the IMI scale for enjoyment / interest to
for the removal of weak or unsuitable items. As                       operationalize intrinsic motivation [3].




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.
   In addition to these measures, we asked six       they played several times a week and 26%
control questions to differentiate between the        several times a month . The largest proportion
respondents. These controls include gender, age      of respondents (33%) said they played games
and highest educational level. Furthermore, the       less often or never . Some participants (34%)
general affinity towards play was queried, with      also had used our application before, but for the
users specifying how often they play games           majority (64%) the app was new.
during the week and whether participants had
used our application before.
   Due to cross-loadings (cf. 4.1 Measurement
Model) and/or poor factor loadings (< 0.70) we       To test the postulated hypotheses from our
had to remove certain items during data              research model, we used a structural equation
analysis to ensure high construct reliability.       modelling (SEM) approach [2, 12]. The data
                      firms internal consistency     analysis was done in Stata 16 and SPSS 26. To
for each construct      0.828).                      assess the quality of the measurement model,
   Table 1 shows the items used as reflective        we performed an exploratory factor analysis in
measures for the latent constructs (italic items     SPSS. Furthermore, we compared the survey
had to be removed during factor analysis).           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 [12] in
Overall, the distribution of participants between    Stata. Accordingly, the SEM requirements of a
the experimental and comparison group was            large sample size, multivariate normality and
balanced with 105 and 93 respondents. The            correct model specification [12] were met, as
experiment was taken by 43 individuals, 23           the next section shows.
groups of two, 15 groups of three and 12 groups
with four or more participants. The largest
group in our sample held twelve participants.
    The age of the participants was highly           The SEM approach requires, the constructs to
concentrated in the range of 20 to 30 years, the     be tested for their content, convergent, and
average age was 30.6 years (SD = 13.57), the         discriminant validity in order to assess the fit of
median was 25 years. Whereas 134 participants        the model with the collected data [2].
were between the age of 20 and 30 years, only            First, we assume content validity, because
48 participants were older than 30. Males were       of our item selection from validated, existing
slightly overrepresented (60%) compared with         scales like IMI [3] and GAMEFULQUEST [9].
females (39%), while two participants replied            Second, we tested empirically our sample
their gender as diverse (1%).                        for convergent validity by determining the
    The participants mainly have an academic         individual item reliability, composite reliability
background: 43% had a bachelor's degree, 22%         (CR) and average variance extracted (AVE) by
a master's or diploma. 21% of the respondents        executing a factor analysis. The sample data
indicated that their highest educational level       was suitable for factor analysis, as the Kaiser-
was the high school graduation. The most             Meyer-Olkin Measure of Sampling Adequacy
common field of study was economics (51%),           (KMO) is greater than 0.60 (KMO = 0.834). In
while other fields of study were mainly in           the case of individual item reliability, we follow
 humanities and social sciences as well as           the criteria of high factor loadings (> 0.70) [12],
 teacher training and                            .   which is why a few items (POG3; A3; A4; A5;
During the question sessions, the participants       C5; IM3; IM4) had to be removed from the
answered 12.8 (SD = 4.81) questions after 14.6       initial model. Afterwards we determined values
(SD = 5.39) seconds on average. The relative         for CR that ranged from 0.764 to 0.932, which
success rate, i.e., the ratio of correct responses   is above the acceptable limit (> 0.70) [12].
compared to the total number of answered             Additionally, we calculated the AVE for each
questions, was 54%.                                  construct, which also exceeded the required
    About 22% of the participants had a high         threshold (> 0.50) in all cases, except for the
affinity towards play and stated that they played    perception of gamefulness (AVE = 0.462),
games such as board games or video games             which is slightly below the limit. Still, this
 every day , whereas 19% of participants said        constructs convergent validity can be regarded
adequate [7], due to its higher composite           any squared correlation with another construct,
reliability (CR = 0.764) .                          which serves as a prove of discriminant validity
    Third, we determined discriminant validity      at construct level.
by checking for possible cross-loadings via the         Table 2 and Table 3 present the results from
pattern matrix. For the adjusted model, all items   our factor analysis, showing the relevant scores
showed the highest loadings for their respective    for CR, AVE,               Alpha ( , as well as
construct. Additionally, we draw upon the           cross-loadings and inter-construct correlations
criterion from Fornell & Larcker [7] to show        for the Fornell-Larcker-criterion [7].
that the AVE of each construct is higher than
As last data analysis in the measurement model,    competence ( = 0.034; p = 0.647). In case of
we did an independent-samples t-test with a        relatedness, however, gamification showed a
95% confidence interval to compare the means       significant direct effect = 0.163; p = 0.013).
of the survey results between the gamified,        In addition, we determined significant indirect
experimental group (n = 105) and the non-          effects of gamification on autonomy ( = 0.114;
gamified, control group (n = 93). In advance,      p = 0.004), as well as on relatedness = 0.166;
                                 the requirement   p = 0.002), but not on competence ( = 0.038;
of equal variances.                                p = 0.107). According to this result, POG fully
    On the one hand, the results of the mean       mediates the relationship between gamification
comparison identified differences between the      and autonomy but only partially mediates the
gamified and non-gamified group considering a      effect of gamification on relatedness. Thus, our
gameful perception and intrinsic motivation        hypotheses (H2a-c) are just partly supported.
(both p 0.05). Especially for the construct of         As postulated by SDT [4], we are also able
relatedness, the item means differ significantly   to prove the relationship of intrinsic motivation
(p 0.01). On the other hand, we were, not able     and needs of                 = 0.163; p = 0.021),
to measure any differences for the constructs of                                              social
autonomy or competence.                                                .395; p = 0.000). Thus, the
    Table 4 shows the results of the mean          hypotheses derived from SDT (H3a-c) are also
comparison with sample means for the control       supported. Moreover, neither of the measured
group ( 0) and experimental group ( 1) and         control variables has a significant positive
their respective confidence intervals (CI).        association (p 0.05) with POG or any other
                                                   latent construct.
                                                       In terms of model fit, our structural model
                                                   shows good to adequate values for different
We then estimated the revised model with MLE       quality criteria [12]: RMSEA = 0.073 (< 0.08),
and determined the model fit indices. The          CFI = 0.912 (> 0.9), TLI = 0.896 (~ 0.9), and
results for our structual model indicate effects   SRMR = 0.077 (< 0.08). Figure 3 shows the
of gamification on gameful perception (POG)        estimated model with standardized coefficients.
( = 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.      Overall, we found an evidence for a mediating
The influence of POG on relatedness showed
the strongest effect (         54; p = 0.000),     gamification and intrinsic need satisfaction. We
whereas the impact on experience of autonomy       interprete that the reason for the full mediation
seemed moderate (                          ). In   in case of autonomy lies in the characteristic of
contrast, the relationship between a gameful       play itself, which is regarded as a voluntary
perception and experiencing competence could       activity (and thus autonomous) [16]. Therefore,
not be confirmed ( = 0.149; p = 0.062). When       only if users perceive their activity as gameful,
analyzing for mediating effects, we did not find   it likely that they actually feel self-determined
significant direct effects between gamification    [4]. The reason for partial mediation in case of
and either autonomy ( = 0.102; p = 0.150) or       relatedness can be explained by the design of
our gamified app. The leaderboard or avatars,        was statistically not significant could lie in the
e.g., reveal that other users are also involved in   group composition, as the affinity to play was
a session. Therefore, regardless of a gameful        about 15% lower in the gamified group
perception, users can still feel connected [4].      (M = 2.486) compared to the non-gamified
Additionally, the relatedness is reinforced by a     group (M = 2.925).
collaborative competition to beat the boss and
win the quiz, which likely fuels their gameful
perception [9]. This seems reasonable for us,
but, some unexpected findings need discussion.       The objective of this study was to analyze how
    First, the mean comparison did not show
differences for autonomy and competence              motivational effect. Our results indicate the
between the groups. In the case of competence,       importance of a gameful perception in context
the bots in the gamified version could be a          of a gamified learning app to foster intrinsic
possible cause for the missing change, as they       motivation. The results, however, underly a few
                                                     limitations which we briefly want to address to
average response time was 5.7 seconds lower,         provide some ideas for future research.
while having a success rate of 75%. In                   During the experiment, both applications for
comparison to the 52% success rate of the            knowledge retrieval represented a quiz, which
participants, the integrated bots seemed a bit       can be considered per se as a game. In context
                                                     of education, however, we want to point out the
of the leaderboard, they may have inhibited the             ulitarian (and not hedonic) purpose to
                                                     determine learning outcomes. That is why we
expected to emerge from the gameful feedback         refer to the control group as non-gamified in
[22]. This flaw in our app design might have led     this study. Still, in other scenarios it might be
to the low (non-significant) mediating effect.       reasonable to compare low and high degrees of
One reason for the lack of change in autonomy        gamification to determine gameful perception.
could also lie in the gameful design of the              Furthermore, we want to stress out, that we
application: The gamified app might not have         selected and translated items from different,
provided enough choice to support a strong           validated scales. To
feeling of autonomy [17]. For this aspect, the       perception, we only considered playfulness as
two groups were only treated differently due to      an indicator. Still, there are also other possible
the gamified character selection.                    dimensions that induce a gameful experience
    Second, the experience of relatedness            which researchers can use to employ a fuller
differed strongly between the groups. In this        measure of gamefulness as a mediator [9].
case, the effect of gamification might be                Finally, we want to encourage researchers to
skewed, because the group sizes were slightly        consider gameful perception when analyzing
larger in the experimental group with 4.22           motivational effects of gamification in future
participants than in the comparison group with       (replication) studies. Studies that examine the
2.40 participants in average. In general, this       circumstances where individual game elements
small difference in the social environment           evoke a gameful perception and thus support
during the experiment might have moderated           intrinsic needs are still scarce. We also suggest
the effect. It therefore remains uncertain to what   to compare gamification                on gamers
extent gamification was the underlying factor        and non-gamers need satisfaction, as both target
for the change in social relatedness.                groups seem to have a different perspective on
    Third, the control variable of affinity to       gamification.
play was slightly below the borderline to show
a significant effect on gameful perception
( = 0.154; p = 0.054). We think that the affinity
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