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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>A gamified career guidance platform motivate young people intrinsically</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Jessica Brandenburger</string-name>
          <email>Jessica.Brandenburger@th-luebeck.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Monique Janneck</string-name>
          <email>Monique.Janneck@th-luebeck.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Technische Hochschule Lübeck, Institute for Interactive Systems (ISy)</institution>
          ,
          <addr-line>Lübeck</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
      </contrib-group>
      <fpage>25</fpage>
      <lpage>36</lpage>
      <abstract>
        <p>Digital offerings for young people's career orientation are on the rise, but it is a challenge to design digital applications that are used voluntarily outside of school. In this paper, we present a gamification and design concept of a career guidance platform and results of a field phase (n = 35) at a German school (grade 8) in which we investigated the perceived intrinsic and extrinsic motivation as well as the usefulness of the elements of the platform. Our results show that perceived intrinsic motivation is higher than perceived extrinsic motivation for all elements; badges, items, progress indicator, challenges &amp; quests, buddy with feedback function, story, vision board, interactive graphics, todo list, and a certificate. The perceived intrinsic motivation and the usefulness of all elements correlate positively (highly significant). For almost all elements, a significant correlation between intrinsic and extrinsic motivation is also evident, except for the story.</p>
      </abstract>
      <kwd-group>
        <kwd>1 User Interface Design</kwd>
        <kwd>Gamification</kwd>
        <kwd>Education</kwd>
        <kwd>Career Guidance Platform</kwd>
        <kwd>Motivation</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Career orientation often takes place in the
school context, in higher grades. In order to enable
an early extracurricular engagement with the topic
of career orientation, we are developing a digital
application with a playful approach that is
intended to support adolescents from 12 years and
older in their decision-making processes and to be
used outside of school on a voluntary basis, as
intrinsically motivated as possible. The
application, as an extra-institutional offering, is
intended to prepare young people for career
orientation and provide them with individualized
assistance to gain an overview of their own
strengths, career options, and goals. The platform
uses scrollytelling (composed of to scroll and
storytelling, of content that reacts to the user's
scrolling behavior [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]) and metaphorically
visualizes the career choice jungle. Young people
can scroll through a jungle world and can explore
different topics - expeditions with corresponding
discovery paths (demo video, [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]).
      </p>
      <p>
        Interesting other instruments for supporting
career orientation exist, like the recently launched
career choice app with an integrative gamification
approach [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Few platforms take a gamification
approach, when they do, they are often limited to
job-related quizzes or skills tests. Moreover, most
platforms do not specifically target younger kids.
Especially the spatial context that young people
from rural areas often face in their career and
migration decisions is seldom taken into account.
      </p>
      <p>
        Gamification in career counseling can reduce
uncertainty about career choice and increase
interest [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. The use of game mechanics,
aesthetics, and game thinking is intended to
motivate youth to take action [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Many studies
refer to commonly used gamification elements,
such as points, badges, and leaderboards [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ].
In this paper, we present gamification and design
elements for a career guidance platform and their
effects. We report on a field test with n = 35
students at a German school in a rural region,
where we investigated the perceived intrinsic and
extrinsic motivation as well as the usefulness of
the career guidance platform elements.
      </p>
    </sec>
    <sec id="sec-2">
      <title>2. Related Work</title>
      <p>
        Motivation is multidimensional and has
varying degrees of autonomy [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. Intrinsic
motivation is achieved when individuals have
pleasure and interest in performing an activity
[
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]–[
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. According to flow theory, intrinsically
motivated activities can induce flow when one is
fully focused on the activity [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. In this regard, a
desired behavior that is achieved through external
incentives is more extrinsically motivated [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ],
[
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. Thereby, according to Deci &amp; Ryan's
selfdetermination continuum, extrinsic motivation
consists of [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]); external regulation, elicited
exclusively by external incentives, introjected
(elicited by fear, avoidance of shame, guilt at
failure, ego enhancement) or identified regulation,
triggered by a slightly higher level of
selfdetermination because one feels that he or she
caused the action, and integrated regulation,
which is the highest level of self-determination of
extrinsic motivation, where one feels that the
action is consistent with one's own values and
needs [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. Furthermore, according to Deci and
Ryan, there are still unmotivated individuals who
have no intention to perform a certain behavior
[
        <xref ref-type="bibr" rid="ref9">9</xref>
        ], [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ], [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ].
      </p>
      <p>
        According to Self-Determination Theory
(SDT), in order to specifically promote intrinsic
motivation, attention should be paid to the
experience of autonomy, the experience of
competence, and relatedness [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. This means that
if we do something completely voluntarily,
without external pressure, in a self-determined
manner, and have the freedom of choice
(experience of autonomy), as well as feeling of
competence [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] through positive feedback for a
performance for which we feel responsible [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ],
and we feel connected (social relatedness), then
we may be intrinsically motivated. If these innate
psychological needs [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] are not met, it can have
negative effects on performance [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ].
      </p>
      <p>
        Both intrinsic and extrinsic motivation can
promote performance enhancement [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] but only
intrinsic motivation has also been associated with
better learning outcomes, improved psychological
well-being, and increased creativity [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ], [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ].
      </p>
      <p>Dan Pink identified in addition to autonomy as
a motivation driver also mastery and purpose.</p>
      <p>
        Mastery describes the desire to improve one's
skills at something that is important and often
requires perseverance and purpose is our need for
meaning in our actions [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ].
      </p>
      <p>
        There are several frameworks for designing
gamified systems, e.g., Marczewski's RAMP
Framework [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ], which includes essential four
motivational drivers of gamified systems,
Relatedness, Autonomy, Mastery and Purpose.
      </p>
      <p>
        Among the best known frameworks is
certainly the Octalysis Framework by Yu-Kai
Chou [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ]. He found in many experiments that
motivation and related behaviors only occur when
one or more of the eight core drives (CD) are
behind the actions: CD1: Epic meaning &amp; Calling,
CD2: Development &amp; Accomplishment, CD3:
Empowerment of Creativity &amp; Feedback, CD4:
Ownership &amp; Possession, CD5: Social Influence
&amp; Relatedness, CD6: Scarcity &amp; Impatience,
CD7: Curiosity &amp; Unpredictability, CD8: Loss &amp;
Avoidance, as well as the hidden (physical) core
drive: sensation, which is about physical feelings
such as hearing and seeing that give us pleasure.
      </p>
      <p>
        In the literature there are some approaches to
cluster game elements into main categories or
similar. Blohm &amp; Leimeister, for example, group
game mechanics and game dynamics under game
design elements and describe activated motives.
Dynamics stands for the user experience triggered
by the mechanics [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ], [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ]. The subjective user
experience, in turn, is related to the user
motivations [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ]. Hunicke et al. (2004) makes a
similar attribution earlier with the MDA
framework [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ]. In his framework, he also
mentions the aesthetic component, which
describes the emotionally evoked state of the
users. Game mechanics, represent the components
of a game at the level of data representation.
Dynamics describe the runtime behavior of the
mechanisms and the aesthetics describe the
desired emotional responses.
      </p>
      <p>
        In the classic case of extrinsic motivation,
external regulations [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ], such as through typical
gamification elements, can potentially promote
autonomous motivation if extrinsic incentives are
not perceived as controlling [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ], [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ], [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ].
However, it is known, that engagement-based,
completion-based, and performance-based
rewards can also undermine intrinsic motivation
[
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ].
      </p>
      <p>
        Manzano-León et al. examined studies from
the years 2016 - 2020 and concluded that points,
badges and leaderboards are generally used most
frequently [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ] in the education sector [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ] and
predominantly promote extrinsic motivation [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ],
[
        <xref ref-type="bibr" rid="ref29">29</xref>
        ]. Rewards, like badges can increase
motivation to learn [
        <xref ref-type="bibr" rid="ref30">30</xref>
        ] and engagement [
        <xref ref-type="bibr" rid="ref31">31</xref>
        ] but
should not be given for trivial actions, but for
tasks that require special effort so that they are
meaningful rewards for users [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ] otherwise
activities that were originally intrinsically
motivated can also shift to extrinsically motivated
activities [
        <xref ref-type="bibr" rid="ref32">32</xref>
        ] and intrinsic motivation can even
be inhibited [
        <xref ref-type="bibr" rid="ref33">33</xref>
        ]. However, the elements of
narratives and challenges are also used more and
more frequently [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ].
      </p>
      <p>
        Studies by Lemos and Veríssimo (2014) show
that intrinsic and extrinsic motivation can coexist
and are not in conflict to each other [
        <xref ref-type="bibr" rid="ref34">34</xref>
        ].
Furthermore, studies by Wu and Santana (2022)
also observed that intrinsically motivating as well
as extrinsically motivating elements have an
influence on the perceived enjoyment and, for
example, positively influence the purchase
intention [
        <xref ref-type="bibr" rid="ref35">35</xref>
        ]. Perceived usefulness, motivation,
and satisfaction also appear to have an impact on
learners' ongoing intentions [
        <xref ref-type="bibr" rid="ref36">36</xref>
        ]. Based on the
literature we derive following hypotheses:
•
•
      </p>
      <p>H1: There is a correlation between the
perceived intrinsic and extrinsic
motivation of gamification elements.</p>
      <p>H2: Perceived intrinsic motivation and
perceived value/usefulness of a
gamification element correlate positively.</p>
      <p>
        Some standardized questionnaires are
available for measuring intrinsic and extrinsic
motivation, such as the Academic Self-Regulation
Scale [
        <xref ref-type="bibr" rid="ref37">37</xref>
        ], which is based on SDT and assesses
the four regulatory styles (external, introjected,
identified, and intrinsic) with 32 Items and the
Motivated Strategies for Learning Questionnaire
(MSLQ) [
        <xref ref-type="bibr" rid="ref38">38</xref>
        ] investigated by Tine Nielsen in a
higher education context [
        <xref ref-type="bibr" rid="ref39">39</xref>
        ]. Furthermore, there
exists the Intrinsic Motivation Inventory (IMI)
Scale [
        <xref ref-type="bibr" rid="ref40">40</xref>
        ], which was developed by a research
group at the University of Rochester [
        <xref ref-type="bibr" rid="ref41">41</xref>
        ] and
contains 22 items in its standard form and nine
items in its short form. Years later, a German short
version with 12 items was developed: the Intrinsic
Motivation Short Scale [
        <xref ref-type="bibr" rid="ref42">42</xref>
        ]. Many questionnaires
contain many items to capture the overall
motivational impact of an application, for
example.
      </p>
    </sec>
    <sec id="sec-3">
      <title>3. Gamified platform career orientation</title>
      <p>
        In the conceptualization and design of the
gamified career guidance platform, we considered
heuristics for the design of gamified systems by
van Roy [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] as well as the Core Drives (CD) of
the Octalysis Framework by Yu-Kai Chou [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ].
      </p>
      <p>
        Furthermore, we also followed the
HumanCentered Gamification Process [
        <xref ref-type="bibr" rid="ref43">43</xref>
        ] when
implementing our gamification concept into the
practical application of our career guidance
platform.
      </p>
      <p>
        Essentially, the novel interaction concept
(different from the usual course platforms) is
intended to be unpredictable and to arouse
curiosity (CD7, [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ]). Students can go on a
personal journey of discovery on the website.
They can identify where their strengths lie, what
makes them happy and what might suit them
professionally. The story – the journey through
the jungle (Fig. 1, A) – is reminiscent of a trip, a
scavenger hunt or the last visit to the zoo. It is
designed to connect and promote empowerment
and create meaning (CD1, CD3, CD5 [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ]).
Furthermore, expeditions can be "traveled" with
challenges &amp; quests designed to encourage the
pursuit of progress and the development of skills.
Students can obtain unpredictable items (Fig. 1,
D) and also badges (Fig. 1, C) for their backpacks
by going through different discovery paths with
learning materials and completing expeditions.
They can see their progress (Fig. 1, E) on their
dashboard (challenges &amp; quests, items, badges,
progress indicator linked to CD2, [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ]). Upon
successful completion of all expeditions, the user
will receive the "Guide of your life path"
certificate (Fig. 1, G), which is also aimed at
fulfilling CD2 and CD4, CD5 [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ], but until then,
for many expeditions, the order in which the
expedition paths are completed can be determined
by the user. At the beginning, when users enter the
platform, they can choose from a wide range of
possible buddies (example of chosen buddy in
Fig. 1, A) to join them on the platform and give
users feedback (linked to CD3, CD4 and CD5
[
        <xref ref-type="bibr" rid="ref20">20</xref>
        ]). In addition to classic gamification elements,
there will also be a few design elements that
weave themselves into the game concept of the
career guidance platform. There will be a vision
board (Fig. 1, B), that contain goals, wishes and
visions (linked to CD1, CD3 &amp; CD5, [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ]). The
vision board is partially generated from data
participants enter when using the platform. They
can also add to it at any time. Afterwards, they can
also print it out. Interactive graphics (Fig. 1, H)
can be discovered by the users, results are visible
at real-time (linked to CD1, CD3 &amp; CD5, [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ]).
      </p>
      <sec id="sec-3-1">
        <title>Gamification &amp; design elements</title>
      </sec>
      <sec id="sec-3-2">
        <title>Potential need satisfaction</title>
      </sec>
      <sec id="sec-3-3">
        <title>Mechanics Badges Items Progress</title>
        <p>Furthermore, a todo list (Fig. 1, F) enable users to
organize themselves.</p>
        <p>
          Based on Section 2, we categorized relevant
mechanics of game design as used or intended to
be used on the career guidance website according
to Hunicke et al. (2004) [
          <xref ref-type="bibr" rid="ref23">23</xref>
          ] and Blohm and
Leimeister (2013) [
          <xref ref-type="bibr" rid="ref21">21</xref>
          ] for a better overview and
identified which needs could potentially be met by
the elements based on the gamification heuristic
by van Roy &amp; Zaman [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ], parts of the RAMP
Model by Marczewski [
          <xref ref-type="bibr" rid="ref19">19</xref>
          ], the Octalysis
Framework of Yu-Kai Chou [
          <xref ref-type="bibr" rid="ref20">20</xref>
          ] according to the
SDT (see Table 1). We also included design and
functional elements, such as the interactive
graphics, vision board, certificate, and todo list,
in the table. We made the assignments based on or
following the literature and based on the
deployment and use of the elements on our
platform.
        </p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Method</title>
      <p>In a field phase in November 2022, a total of
41 students participated in two 90-minute school
workshop sessions. In total (group session 1 = 17,
group session 2 = 18) n = 35 students of grade 8
(females = 14, males = 20, divers = 1 (average age
= 13.75 years, indicated by n = 32)) answered the
questionnaire implemented on the career
orientation website2 regarding their perception of
intrinsic motivation (IM), extrinsic motivation
(EM), and value/usefulness (V/U) of the
gamification and design elements on a 5-point
scale ranging from 0-4 (0 = not at all true to 4 =
completely true).</p>
      <p>
        At the beginning of the workshop, the youth
had time to freely explore the career orientation
website and complete discovery path 1 &amp; 2 of the
first expedition. Finally, they were asked about
the individual gamification and design elements
(see Table 1 &amp; Fig. 1) by means of the
questionnaire. Next to each gamification and
design element was a picture of the element that
was to be evaluated, as well as descriptive texts
for more complex elements, so that a clear
reference could be made when answering the
question. Standardized questionnaires were not
used to their full extent, as motivational
questionnaires often have between 10-30 items.
The single-item indicator for perceived IM is
based on the subscale enjoyment/interest of the
Intrinsic Motivation Inventory (IMI) [
        <xref ref-type="bibr" rid="ref40">40</xref>
        ], the
Short Scale Intrinsic Motivation (KIM) of [
        <xref ref-type="bibr" rid="ref42">42</xref>
        ]
and the Motivated Strategies for Learning
Questionnaire (MSLQ) [
        <xref ref-type="bibr" rid="ref38">38</xref>
        ] and includes the
question of whether displaying or interacting with
the element is enjoyable. The item for perceived
V/U- thus the significance of an element is based
on the IMI [
        <xref ref-type="bibr" rid="ref40">40</xref>
        ], and the EM item for querying
perceived extrinsic motivation is based also on
(MSLQ) [
        <xref ref-type="bibr" rid="ref38">38</xref>
        ] and focuses on external regulation.
The item includes the question whether it is
important for the adolescents to e.g. collect
badges to show others their
2 https://berufsorientierung-jolanda.de/?page_id=6782
achievements/progress or whether it is important
for them to e.g. create a vision board so that others
can see their abilities. It does not target all facets
of extrinsic motivation according to
selfdetermination theory [
        <xref ref-type="bibr" rid="ref51">51</xref>
        ] in detail in order to
maintain the brevity of the questionnaire. We used
a short response scale for children/adolescents.
Therefore, instead of a 7-point scale (as is often
used), we used a 5-point scale (0 = not at all to 4
= completely true).
4.1.
      </p>
    </sec>
    <sec id="sec-5">
      <title>Results</title>
      <p>Students reported the most fun and interest in
the use of interactive graphics (M = 3.03, SD =
1.058), challenges &amp; quests (M = 2.86, SD =
0.845) the story (M = 2.71, SD = 0.893) and a
progress indicator (M = 2.71, SD = 1.017)
followed by the possibility to receive a certificate
(M = 2.65, SD = 1.152), the buddy with feedback
function (M = 2.60, SD = 0.914), the possibility
to create a vision board (M = 2.54, SD = 1.010),
items (M = 2.54, SD = 1.291), a todo list (M =
2.43, SD = 1.243) followed by badges (M = 2.37,
SD = 1.114) (see Fig. 2).</p>
      <p>The external incentive to do something also
plays the biggest role in the use of interactive
graphics (M = 2.68, SD = 1.121) and challenges
&amp; quests (M = 2.60, SD = 0.847) followed by
buddies with feedback function (M = 2.37, SD =
1.140) and progress indicator (M = 2.37, SD,
1.114). Badges seem to stimulate the least and
thus only slightly intrinsic as well as extrinsic
motivation on this career orientation platform, in
addition to the other gamification and design
elements. They were also rated least and thus only
slightly useful compared to the other elements.</p>
      <p>In contrast, interactive graphics (M = 3,00, SD
= 0.953), a vision board (M = 2.71, SD = 0.957),
a certificate (M = 2.68, SD = 1.065), the buddy
with feedback function (M = 2.66, SD = 0.968)
and the story (M = 2.63, SD = 0.942) were rated
most valuable/useful, followed by a progress
indicator (M = 2.57, SD = 0.979), a todo list (M
= 2.57, SD = 1.092), items (M = 2.49, SD =
1.197), challenges &amp; quests (M = 2.46, SD =
0.886) and badges (M = 2.17, SD = 1.098).</p>
      <p>We observed a significant positive correlation
(Spearman rank correlation) between intrinsic and
extrinsic motivation for almost all elements,
especially a high significant positive correlation
for the achievements: badges (r(33) = .571, p &lt;
.001) and items (r(33) = .737, p &lt; .001) (see Table
2). In contrast, no correlation between intrinsic
and extrinsic motivation was observed for story
(r(33) = .084, p = .632 (two-sided)). Thus, the
results confirm hypothesis 1 that there seems to be
a correlation between the perceived intrinsic and
extrinsic motivation of the participants regarding
most elements, which is positive.</p>
      <p>Furthermore, a strong positive correlation
between the variable of intrinsic motivation (IM)
of all gamification and design items and the
variable of value/usefulness (V/U) of all
gamification and design elements could be
demonstrated, which turned out to be highly
significant, thus confirming hypothesis 2 (Table
2).</p>
      <p>Regarding gender differences, hardly any
significant differences could be found, except for
the vision board with regard to intrinsic χ2(2,
n1=14, n2=20, n3=1) = 8.075, p = .018 and
extrinsic motivation χ2(2, n1=14, n2=20, n3=1)
7.294, p = .026, Kruskal-Wallis test). Post-hoc
tests (Dunn-Bonferroni tests) show that only
"female" and "male" groups differ significantly (z
= 2.440, p = .044). A descriptive comparison of
mean values shows that boys (M = 2.85, SD =
0.875) perceive higher intrinsic motivation than
girls (M = 2.00, SD = 0.961) when viewing the
vision board. It is a medium to strong effect r =
0.42 according to Cohen (1988). Perceived
extrinsic motivation is also higher in boys (M =
2.45, SD = 0.999) than in girls (M = 1.64, SD =
0.842) when considering the vision board, but no
longer significant (p = .088) after Bonferroni
correction. The same is true regarding the
assessment of usefulness of certificates and the
extrinsic motivation of items.
4
3
2
1
0</p>
      <p>Furthermore, the results show us that positive
correlations also exist with regard to perceived
value/usefulness and extrinsic motivation
(twosided); badges (r = .565, p &lt; .001), progress
indicator (r = .534, p &lt; .001), items (r = .640, p &lt;
.001), certificates (r = .537, p = .001), interactive
graphics (r = .488, p = .003), vision board (r =
.435, p = .009), todo list (r = .473, p = .004). Only
weak to moderate effects were observed for
challenges (r = .317, p = .063), story (r = .003, p
= .985), and the buddy with feedback function (r
= .248, p = .151).</p>
    </sec>
    <sec id="sec-6">
      <title>5. Discussion &amp; conclusion</title>
      <p>
        We developed a career guidance platform with
gamification and design elements specifically
intended to promote intrinsic motivation so that
the platform is used by youth voluntarily outside
of school. In doing so, students should have as
much freedom of choice as possible to promote
autonomous motivation [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ], because according
to van Roy's heuristics, forcing users to use (part
of) the gamified system should be avoided [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ].
      </p>
      <p>
        The results of our field phase with n = 35
students of a German school (grade 8) show trends
in perceived motivation (intrinsic and extrinsic)
and usefulness of gamification and design
elements in practice. We observed that for all
elements, perceived intrinsic motivation is higher
than perceived extrinsic motivation, even though
at this stage we only checked one facet
(limitation) of extrinsic motivation. Previous
studies show that points, badges, and leaderboards
primarily promote extrinsic motivation [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ], [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ],
Our results suggest higher perceived intrinsic
motivation of badges and items, as they may seem
meaningful [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ] in this context, but they seem to
be perceived as less useful compared to other
elements.
      </p>
      <p>
        EM and IM seem to be intertwined, as
observed in other studies [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]. This may be
because, for example, the design and aesthetics of
the elements appeal to young people. We have
been able to determine this in previous studies
(usability tests, group discussions), including the
VisAWI Short Scale (Short Visual Aesthetics of
Websites Inventory [
        <xref ref-type="bibr" rid="ref52">52</xref>
        ]) as well as by positively
surprised statements of students who stated that
they did not expect the playful design, that
everything is presented like a real journey. We
assume that for elements that have a rather
extrinsic motivating effect, high aesthetics can
also positively influence intrinsic motivation.
This is because high aesthetics, in addition to
fulfilling basic needs, can also give pleasure, it
influences the first impression, usability as well as
the willingness to recommend again and can be
perceived very quickly [
        <xref ref-type="bibr" rid="ref52">52</xref>
        ]. If, in addition, the
elements are also useful/valuable for the test
persons, this can possibly also lead to longer-term
use of the platform.
      </p>
      <p>
        We received – in other evaluations as well
– consistently enthusiastic feedback on the
implemented interactive graphics (Chart.js),
which update in real time, and students also had
the most fun and interest in the challenges &amp;
quests, the jungle story, and the progress
indicator. This is in line with the findings of Zeng
et al., that game mechanics which stimulate users'
imagination, such as stories, promote intrinsic
motivation [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ].
      </p>
      <p>
        There were highly significant positive
correlations especially for Achievements –
badges and items – but no correlation between
intrinsic and extrinsic motivation was found for
story. The correlations could possibly be even
stronger if extrinsic motivation reached a higher
level of self-determination [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. According to
Dahlstrøm, it is often internalized extrinsic
motivation that motivates users to engage with a
system (for example when it comes to learning
new skills) and should therefore not be considered
undesirable in gamification [
        <xref ref-type="bibr" rid="ref53">53</xref>
        ].
      </p>
      <p>
        A positive predictor of intrinsic motivation
seems to be usefulness, i.e., how valuable
meaningful a gamification or design element
seems. Chou also emphasizes the importance of
meaningfulness: "a badge or trophy without a
challenge is not meaningful at all" (p. 26 [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ]). By
embedding the elements in a story – a personal
journey of discovery – we hope that long-term use
of the platform will also be motivating for young
people, as Nicholson (2015) stated: “for true
longterm change, the gamification system needs to be
designed as a journey” (p.14 [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]).
      </p>
      <p>
        The interactive graphics, the vision board,
certificate, buddy with feedback function and
story seem to be most useful and valuable. This
suggests that a vision board can be a valuable tool
for identifying goals in a career orientation
context. Waalkes et al. (2019) report on a case
study in which vision boards were successfully
used to promote identity exploration and the
development of career and educational aspirations
in adolescents and to strengthen self-efficacy
beliefs [
        <xref ref-type="bibr" rid="ref54">54</xref>
        ].
      </p>
      <p>Limitations of the study include the fact that
single indicators were used to measure one
construct. Multi-item scales or item sets would
have exceeded the reasonable length of a
questionnaire in the young age group at a school
workshop, in our opinion. We are aware of the
fact that these are complex constructs and that
essential factors of the construct should be
collected via further studies. Even though we did
not use a fully standardized instrument for testing
the gamification and design elements as existing
instruments did not seem suitable for assessing so
many elements and we needed short and few items
for the young target group, we were able to gather
important insights for the further development of
the platform. It remains to be noted that similar
gamification elements used differently in a
different context can have a different effect.</p>
      <p>Furthermore, the conditions during field
phases are always somewhat different, due to the
technical equipment in schools, the internet
connection in rural/urban regions, but also due to
the mood within groups or peer group effects. All
this can inevitably lead to a variance of the results.</p>
      <p>Nevertheless, the elements were presented
after the exploratory exploration of the platform
and in school workshops, compared to online
questionnaires, there is the possibility to discuss
open questions in order to reach approximately
common sense of the respondents</p>
      <p>For further development as well as for other
platform developments, it is interesting that the
interactive elements such as interactive graphics
and challenges &amp; quests seem to trigger the most
fun and interest. both perceived intrinsic and
extrinsic motivation was highest among the
participants through these elements. The
interactive graphics, which allowed participants
to prioritize areas of their lives, for example, also
seemed to be the most useful.</p>
      <p>We continue to develop the platform with the
involvement of students in iterative development
steps and have tested the effect of individual
elements in order to identify which elements are
inspiring. These should be part of the platform
when completed and possibly contribute to a
longterm use of the platform by the users.</p>
      <p>The preceding exploratory research within the
school workshop as well as the resulting overall
impression of the gamified platform certainly also
have an influence on the evaluation of the
elements, but through quantitative and qualitative
investigations we are approaching an overall
solution that should be interesting for as many
young people as possible.</p>
      <p>
        In the future, it should also be possible to share
core results of the personal journey on the
platform with family members/career guidance
counselors, so that the CD5: Social Influence can
be taken into account even more strongly and
connectedness can be strengthened [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ].
      </p>
      <p>
        Furthermore, the design offers the possibility
for eastereggs to be placed in the jungle, thus
addressing CD7: Unpredictability even more
strongly. We have integrated challenges &amp; quests
on the platform to promote the experience of
competence. It is and remains a challenge to
achieve an optimal sense of competence [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]
among students of different grades with different
levels of education.
      </p>
      <p>In future studies, we will further investigate
the construct of perceived motivation and possible
influences of motivation on decision-making
processes. In addition, we will specifically
examine the intrinsic effect of the entire gamified
platform using the multi-item scale of the short
scale intrinsic motivation and look at the use of
the platform over time through collaborations
with schools in further school workshops.</p>
    </sec>
    <sec id="sec-7">
      <title>6. Acknowledgements</title>
      <p>This work was funded by the Federal Ministry
of Education and Research of the Federal
Republic of Germany (BMBF FKZ
13FH033SA8/THL 13FH033SB8). The
authors would like to thank Jan Schametat
(HAWK Holzminden) for organizing the field
phase at a German school.</p>
    </sec>
    <sec id="sec-8">
      <title>7. References</title>
      <p>8. Appendix</p>
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</article>