<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>The relationship between player types and gamification feature preferences</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Lobna Hassan</string-name>
          <email>lobna.hassan@tuni.fi</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Jere Rantalainen</string-name>
          <email>jere.rantalainen@tuni.fi</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Nannan Xi</string-name>
          <email>nannan.xi@tuni.fi</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Henri Pirkkalainen</string-name>
          <email>henri.pirkkalainen@tuni.fi</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Juho Hamari</string-name>
          <email>juho.hamari@tuni.fi</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Gamification Group, Faculty of Humanities, University of Turku</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Gamification Group, Faculty of Information Technology &amp; Communications, Tampere University</institution>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2020</year>
      </pub-date>
      <fpage>1</fpage>
      <lpage>3</lpage>
      <abstract>
        <p>In this study, we investigate how users' general gaming preferences (i.e. on dimensions of achievement, immersion and social orientations) are related to their perception of the (enjoyment, usefulness, ethicalness motivationability and continued use) of different gamification features. The study was amongst 144 students as a vignette study, framed in the context of gamification of the Moodle educational platform. The results show that, while achievement orientation in gaming preferences is positively associated with perceptions of achievement-related gamification features, immersion and social gaming orientations had little, if any, positive associations with the different perceptions related to gamification features. While the results indicate that achievementrelated gamification may be preferred by achievement-oriented players, overall players' gaming preferences types may not be a comprehensive predictor for gamification preferences.</p>
      </abstract>
      <kwd-group>
        <kwd>Gamification</kwd>
        <kwd>personalization</kwd>
        <kwd>player types</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        Gamification research and practice have been growing since the beginning of the
2010’s. It has been introduced to various facets of life such as to education, health
management, crowdsourcing and political participation amongst other areas (see [
        <xref ref-type="bibr" rid="ref13 ref19 ref21">13,
19, 21</xref>
        ] for reviews). Gamification refers to designing systems, services, activities and
processes to afford engaging, gameful experiences similar to those afforded by games
[
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. Perhaps the most prototypical form of gamification are human-computer
interfaces (such as in web services) that have been imbued with game mechanics (e.g., [4, 14.
19. 32]). While the majority of research seems to suggest that gamification can overall
be an effective method of user engagement, the literature, similarly, suggests that
preferences for gamification differ across individuals, depending on factors such as
personality, gender, or goal orientation [
        <xref ref-type="bibr" rid="ref1 ref18 ref19 ref22 ref9">1, 9, 18, 19, 22</xref>
        ].
      </p>
      <p>
        Gamification, furthermore, is a ’dual-purposed’ technology, often considered a
motivational technology that aims to not only facilitate usefulness/instrumentality, but to
also facilitate motivating hedonic experiences such as those of enjoyment [
        <xref ref-type="bibr" rid="ref19 ref20">19, 20</xref>
        ].
Moreover, gamification is related to attitude and behavior change, and therefore, how
ethically gamification is implemented is a crucial aspect against which gamification
should be evaluated [
        <xref ref-type="bibr" rid="ref17 ref27">17, 27</xref>
        ]. Furthermore, any gamification will ultimately fail unless
users are not willing to continue using it [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ].
      </p>
      <p>However, fairly little research exist on what user traits are associated with the
different value gamification can afford. Accordingly, to facilitate the success of
gamification, its design should be attuned to the preferences of its expected users and it,
furthermore, should accommodate users’ perceptions of gamification enjoyment,
usefulness, ethicality, and motivationability while designing gamification. Although
gaming preferences and player types are considered a key way to segment
gamification users and designed for them, relatively little research has gone into investigating
player types in gamification. This research investigates the questions: What is the
relationship between gaming preferences of individuals (achievement, immersion and
social orientation) and intentions to use different gamification features (achievement,
immersion and social), as well as perception towards them; i.e. enjoyment,
usefulness, ethicality, and motivationability?. The study was conducted amongst N=144
students as a vignette study, framed in the context of gamification of the Moodle
educational platform.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Background</title>
      <p>
        The practice of recognizing personal differences in design is not foreign to games
nor gamification. Player types abstract and capture individual qualities at a high level,
providing a way to largely design for different individuals [
        <xref ref-type="bibr" rid="ref30">30</xref>
        ]. Many, in game
studies, have, hence, investigated differences in gaming preferences and preferred play
style [
        <xref ref-type="bibr" rid="ref12 ref2 ref31 ref33">2, 12, 31, 33</xref>
        ]. In the context of gamification, research has similarly investigated
different player orientations and their perceptions of and preferences for gamification
[
        <xref ref-type="bibr" rid="ref30">30</xref>
        ]. Being a technology that combines gaming (entertainment) and utility,
gamification researchers have also investigated user types, [
        <xref ref-type="bibr" rid="ref23 ref32">23, 32</xref>
        ], goal orientations [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ], and
demographic differences [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ], as ways to tailor gamification to its target user base.
      </p>
      <p>
        Categorizations of gamification features and player/user types often tend to divide
both into categories that can be conceptualized as immersion, achievement, and social
interaction-related categories [
        <xref ref-type="bibr" rid="ref11 ref12 ref19 ref25 ref28 ref33 ref34">11, 12, 19, 25, 28, 33, 34</xref>
        ]. Not only are these
categorizations established (e.g. [
        <xref ref-type="bibr" rid="ref32 ref35">32, 35</xref>
        ]), they reflect seminal psychology theory on
motivation. Notably, the self-determination theory [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ], which outlines that individuals have
three basic psychological needs that drive (intrinsic) motivation, the needs for;
autonomy, competence, and relatedness, often stimulated by immersion, achievement, and
social interaction gamification features respectively [
        <xref ref-type="bibr" rid="ref32">32</xref>
        ]. Similarly, these
categorizations reflect the understanding of goal-setting orientations, often categorized as
achievement, mastery and avoidance orientations, which have been investigated in the
context of gamification showing the ability of achievement and mastery-oriented
gamification in supporting most of these goal orientation [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ].
      </p>
      <p>
        Hence, the categorization of gamification players’ orientations and features as
immersion, achievement, and social interaction related categories is supported across
fields. Immersion-related features attempt to immerse players in self-purposeful
activities, through e.g., avatars, narratives, and roleplay. Achievement-related features
attempt to foster a sense of accomplishment through e.g., badges, missions, and
leaderboards. Social interaction-related features create interactive communities through,
e.g., teams, and chats [
        <xref ref-type="bibr" rid="ref12 ref19 ref25 ref28 ref33 ref34">12, 19, 25, 28, 33, 34</xref>
        ]. Individuals tend to differ in their
perception of these feature categories, often based on their own personal orientations [
        <xref ref-type="bibr" rid="ref23 ref30 ref32 ref9">9,
23, 32, 30</xref>
        ]. These differences across users with regards to gamification often pertain
to gamification use intentions and perceptions of its enjoyment, usefulness, ethicality,
and motivationability [
        <xref ref-type="bibr" rid="ref10 ref17 ref19 ref20 ref27">10, 17, 19, 20, 27</xref>
        ]. Accordingly, we hypothesize:
      </p>
      <p>H1: Achievement gaming preference of an individual is positively associated with
perceived H1a) enjoyment, H1b) usefulness, H1c) ethicality, H1d) motivation, of as
well as H1e) intention to use achievement related gamification features.</p>
      <p>H2: Immersion gaming preference of an individual is positively associated with
perceived H2a) enjoyment, H2b) usefulness, H2c) ethicality, H2d) motivation, of as
well as H2e) intention to use achievement related gamification features.</p>
      <p>H3: Social gaming preference of an individual is positively associated with
perceived H3a) enjoyment, H3b) usefulness, H3c) ethicality, H3d) motivation, of as well
as H3e) intention to use achievement related gamification features.</p>
      <p>We additionally investigated all connections between the studied variables (Figure
1), as a precautionary measure to identify possible relationships outside hypothesized.
3
3.1</p>
    </sec>
    <sec id="sec-3">
      <title>Data and methods</title>
      <sec id="sec-3-1">
        <title>Procedure</title>
        <p>
          This research was implemented as a questionnaire-based vignette study. Participants
were presented with imagined designs (see figures 2 &amp; 3) for a learning platform and
asked to indicate their preference for having the designs, being evaluated,
implemented in for example the Moodle learning platforms that they were currently using. As
such, a qualifying question about participants’ previous experience with Moodle was
employed at the start of the questionnaire to filter out participants who have not had
any previous experience with Moodle. The questionnaire investigated 12 different
game elements belonging to the achievement, immersion and social interaction
gamification categories previously outlined. The investigated elements were leaderboard,
badges, challenges, quests, teams, sharing, social discovery, discussion forum,
roleplay, story, avatar and creative tools. The participants were asked to indicate, on a
bipolar scale, the extent to which they found these elements harmful VS beneficial,
ethical VS immoral, motivating, VS depressing, boring VS enjoyable, and whether
they would like to use a learning platform that includes the feature evaluated. Gaming
preferences (achievement, immersion and social interaction motivation orientation),
each measure the preference for a certain gaming style via the measurement of
preference of interaction with related game features or activities. The orientations were
measured by asking the participants to generally rate the importance of key aspects of
games to them, using items adapted from Yee et al. [
          <xref ref-type="bibr" rid="ref34">34</xref>
          ] on a 7-point likert scale.
3.2
        </p>
      </sec>
      <sec id="sec-3-2">
        <title>Participants</title>
        <p>
          The questionnaire was open from April 1st to the end of September 2019. 144
participants completed the questionnaire, passing the qualifying question. The questionnaire
distribution was mainly via social media, such as through Facebook, Telegram, etc.
General information of the respondents is presented in table 1.
All item loadings, presented in table 2, are above Chin’s [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ] threshold of 0.700,
except for ACH1. However, this indicator was retained in this model, as it had an
accepted correlation level, whilst being over the suggested 0.400 acceptance threshold
[
          <xref ref-type="bibr" rid="ref6">6</xref>
          ]. Discriminant validity was also met as the HTMT values are lower than 0.85 [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ].
In addition, we assessed the collinearity of indicators of the three dependent variables
as they represent a formative measurement model. The VIFs of the items ranged from
2.302 to 1.006, significantly below the common thresholds of 3 or 5 [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ], which
suggests that multicollinearity is not a concern.
SOC2. Keeping in touch with your friends.
        </p>
        <p>SOC3. Feeling connected to other people.</p>
        <p>SOC4. Interacting with other players.
4</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Results</title>
      <p>The results (Table 3) show that achievement orientation was positively associated
with perceived enjoyment (β = 0.368**), usefulness (β = 0.396*), motivationability (β
= 0.358***) and use intention (β = 0.446***) of achievement-related gamification
features. Thus, H1a, H1b, H1d and H1e were not rejected. However, the relationship
between achievement-orientation and the perceived ethicalness of
achievementrelated gamification features was statistically insignificant (β = 0.300), and, H1c was
rejected. Immersion orientation was positively associated with perceived usefulness
(β = 0.297**) and use intention (β = 0.288**) of immersion-related gamification
features. Therefore. hypotheses H2b and H2d were not rejected. However, associations
between immersion-oriented gamification features and perceptions of enjoyment (β =
0.188), motivationability (β = 0.115) and use intention (β = 0.214) were not
statistically significant. Therefore, hypotheses H2a, H2c, H2e were rejected. Social
orientation was not associated with any of the preferences related to gamification features.
Hence, H3a to H3e were rejected. Table 4 presents variance explained by the model.
IMM -&gt; Usefulness_SOC
IMM -&gt; Ethicality_SOC
IMM -&gt; Motivation_SOC
IMM -&gt; Use intentionsSOC
SOC -&gt; Enjoyment_ACHI
SOC -&gt; Usefulness_ACHI
SOC -&gt; Ethicality_ACHI
SOC -&gt; Motivation_ACHI
SOC -&gt; Use intentionsACHI
SOC -&gt; Enjoyment_IMM
SOC -&gt; Usefulness_IMM
SOC -&gt; Ethicality_IMM
SOC -&gt; Motivation_IMM
SOC -&gt; Use intentionsIMM
SOC -&gt; Enjoyment_SOC
SOC -&gt; Usefulness_SOC
SOC -&gt; Ethicality_SOC
SOC -&gt; Motivation_SOC
SOC -&gt; Use intentionsSOC
Achievementrelated
Enjoyment_ACHI
Usefulness_ACHI
Ethicality_ACHI
Motivation_ACHI
Intention
use_ACHI</p>
      <p>to
5</p>
    </sec>
    <sec id="sec-5">
      <title>Discussion</title>
      <p>Rsquare
The aim of this research is to investigate how the relationship between video gaming
preferences (achievement, immersion and social orientation) and perceptions of
(usefulness, enjoyment, motivationability, ethicalness and use intentions) of gamification
feature categories (achievement, immersion and social interaction-related features).
Our results are overall in line with previous research. Even though we explored all
possible relationships between gaming preferences and all categories of gamification
features, no relationships, outside hypothesized based on previous literature, were
uncovered, Achievement-oriented players positively perceived achievement-related
gamification, immersion-oriented players, immersion-related gamification, while
social interaction-oriented players did not have statistically significant perceptions of
social or any of the investigated gamification feature categories.</p>
      <p>
        Achievement-oriented players perceived achievement-related gamification as
significantly enjoyable, useful, motivating and intend to use its features if implemented
in Moodle. This is in line with previous research that has indicated this preference of
achievement-oriented individuals for achievement-based gamification [
        <xref ref-type="bibr" rid="ref29 ref30 ref7 ref9">7, 9, 29, 30</xref>
        ].
On the other hand, immersion-oriented players perceived immersion-related
gamification both as useful and motivating, while no significant associations were found
between social preferences and enjoyable or ethical perceptions of any gamification
feature categories. While the results on motivation and use intentions for both,
achievement and immersion-oriented players are in line with previous research that
indicates that gamification features are motivating [
        <xref ref-type="bibr" rid="ref19 ref35 ref4">4, 19, 35</xref>
        ] and beneficial [
        <xref ref-type="bibr" rid="ref14 ref25 ref35">14, 25,
35</xref>
        ] which may encourage gamification use, our results suggest that more research is
needed to investigate whether the motivationability and benefits from gamification
coincide with experiences of enjoyment as is theoretically presumed [
        <xref ref-type="bibr" rid="ref4 ref8">4, 8</xref>
        ]. Recent
research specifically indicates that gamification features differ in their ability to
facilitate gameful experiences [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] and related enjoyable experiences [
        <xref ref-type="bibr" rid="ref22 ref25 ref32">22, 32, 25</xref>
        ]. Hence,
it is possible that the feature categories investigated in our research were better able to
induce motivation and usefulness, compared to feelings of enjoyment.
      </p>
      <p>
        As our results indicate, the investigated gamification feature categories are not
significantly associated with social preferences. While past research suggests that
individuals may be likely to use gamification for social purposes [
        <xref ref-type="bibr" rid="ref10 ref9">9, 10</xref>
        ], research also
indicates that not all popular gamification features are equally able to induce positive
social experiences [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ], some may negatively affect experiences of social feedback
[
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] and inhibit personal freedoms [
        <xref ref-type="bibr" rid="ref35">35</xref>
        ]. These positive and negative social experience
from gamification are often influenced by factors such as perception of an application
during actual use [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ] and whether an individual’s friends are using the same
platforms or if other like-minded individuals are present on it [
        <xref ref-type="bibr" rid="ref10 ref14 ref9">9, 10, 14</xref>
        ]. These factors,
amongst others, may not have been reflected by our study design that asked
individuals to reflect on imagined additions to an application. Nonetheless, future research is
encouraged to investigate gamification designs for social players, especially in light
of the outlined contradictory results on social gamification from previous research.
      </p>
      <p>
        Overall, as the variance explained by the model is relatively low, it appears that
perhaps the investigated gaming preferences (achievement, social and
immersionoriented) may not be an ideal means to segmented gamification users. Player types,
indicated by gaming preferences may not yet be the most useful categorization as,
although there are many such categorizations, we still know relatively little about
which is more accurate in reflecting the complexity of individuals [
        <xref ref-type="bibr" rid="ref12 ref29 ref30">12, 29, 30</xref>
        ] and
most typologies are criticized for attempting to put individuals in narrow boxes that
may not reflect the reality of player preferences. While, this research examined player
orientations, rather than exclusive player types, meaning that participants could have
more than one orientation at a time, future research is encouraged to adopt different
player categorization and. to explore other means to personalize gamification such as
based on education, age, technical skills, needs, personality or lifestyle.
      </p>
      <p>
        As this study employed a vignette-based questionnaire, data is self-reported and, as
is the case with survey-based research, might not reflect actual behavior and exhibit
self-selection bias [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ]. Furthermore, this researched asked the participants to imagine
gamification overlayered on a tool they were familiar with, rather than investigate the
use of a gamified tool. We encourage future researchers to adopt different ways to
examine user preferences such as in combination with analysis of server log data or
through qualitative interviews that allow a nuanced understanding of users.
Furthermore, the context of our study has been an educational platform. Future research is
encouraged to expand on this work and investigate player types in different contexts,
through different means and with perhaps different gamification implementations.
      </p>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          1.
          <string-name>
            <surname>Alexandrova</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Rapanotti</surname>
            ,
            <given-names>L.</given-names>
          </string-name>
          (
          <year>2019</year>
          ).
          <article-title>Requirements analysis gamification in legacy system replacement projects</article-title>
          . Requirements Engineering
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          2.
          <string-name>
            <surname>Bartle</surname>
            ,
            <given-names>R.</given-names>
          </string-name>
          (
          <year>1996</year>
          ). Hearts, clubs, diamonds, spades: Players who suit MUDs.
        </mixed-citation>
      </ref>
      <ref id="ref3">
        <mixed-citation>
          3.
          <string-name>
            <surname>Chin</surname>
            ,
            <given-names>W. W.</given-names>
          </string-name>
          (
          <year>1998</year>
          ).
          <article-title>Issues and opinion on structural equation modeling</article-title>
          .
          <source>MIS Quarterly, MIS Quarterly &amp; The Society for Information Management</source>
          ,
          <fpage>1</fpage>
          -
          <lpage>1</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref4">
        <mixed-citation>
          4.
          <string-name>
            <surname>Deterding</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          (
          <year>2015</year>
          ).
          <article-title>The lens of intrinsic skill atoms: A method for gameful design</article-title>
          .
          <source>Human-Computer Interaction</source>
          ,
          <volume>30</volume>
          (
          <issue>3-4</issue>
          ),
          <fpage>294</fpage>
          -
          <lpage>335</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref5">
        <mixed-citation>
          5.
          <string-name>
            <surname>Diamantopoulos</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Siguaw</surname>
            ,
            <given-names>J. A.</given-names>
          </string-name>
          (
          <year>2006</year>
          ).
          <article-title>Formative versus reflective indicators in organizational measure development: A comparison and empirical illustration</article-title>
          .
          <source>British Journal of Management</source>
          ,
          <volume>17</volume>
          (
          <issue>4</issue>
          ),
          <fpage>263</fpage>
          -
          <lpage>282</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref6">
        <mixed-citation>
          6.
          <string-name>
            <surname>Gefen</surname>
            ,
            <given-names>D.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Straub</surname>
            ,
            <given-names>D.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Boudreau</surname>
            , M.-
            <given-names>C.</given-names>
          </string-name>
          (
          <year>2000</year>
          ).
          <article-title>Structural equation modeling and regression: Guidelines for research practice</article-title>
          .
          <source>Communications of the Association for Information Systems</source>
          ,
          <volume>4</volume>
          (
          <issue>1</issue>
          ),
          <fpage>1</fpage>
          -
          <lpage>7</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref7">
        <mixed-citation>
          7.
          <string-name>
            <surname>Hakulinen</surname>
            ,
            <given-names>L.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Auvinen</surname>
            ,
            <given-names>T.</given-names>
          </string-name>
          (
          <year>2014</year>
          , April).
          <article-title>The effect of gamification on students with different achievement goal orientations</article-title>
          .
          <source>In 2014 international conference on teaching and learning in computing and engineering</source>
          (pp.
          <fpage>9</fpage>
          -
          <lpage>16</lpage>
          ). IEEE.
        </mixed-citation>
      </ref>
      <ref id="ref8">
        <mixed-citation>
          8.
          <string-name>
            <surname>Hamari</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          (
          <year>2019</year>
          ).
          <article-title>Gamification</article-title>
          . In G. Ritzer &amp; C. Rojek (Eds.),
          <source>The Blackwell Encyclopedia of Sociology</source>
          . New York John Wiley &amp; Sons.
        </mixed-citation>
      </ref>
      <ref id="ref9">
        <mixed-citation>
          9.
          <string-name>
            <surname>Hamari</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Hassan</surname>
            ,
            <given-names>L.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Dias</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          (
          <year>2018</year>
          ).
          <article-title>Gamification, quantified-self or social networking? Matching users' goals with motivational technology</article-title>
          .
          <source>User Modeling and UserAdapted Interaction</source>
          ,
          <volume>28</volume>
          (
          <issue>1</issue>
          ),
          <fpage>35</fpage>
          -
          <lpage>74</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref10">
        <mixed-citation>
          10.
          <string-name>
            <surname>Hamari</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Koivisto</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          (
          <year>2015</year>
          ).
          <article-title>Why do people use</article-title>
          gamification services?
          <source>International Journal of Information Management</source>
          ,
          <volume>35</volume>
          (
          <issue>4</issue>
          ),
          <fpage>419</fpage>
          -
          <lpage>431</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref11">
        <mixed-citation>
          11.
          <string-name>
            <surname>Hamari</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Koivisto</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          &amp;
          <string-name>
            <surname>Sarsa</surname>
            ,
            <given-names>H.</given-names>
          </string-name>
          <year>2014</year>
          . Does Gamification Work?
          <article-title>- A Literature Review of Empirical Studies on Gamification</article-title>
          .
          <source>47th Hawaii International Conference on System Science</source>
        </mixed-citation>
      </ref>
      <ref id="ref12">
        <mixed-citation>
          12.
          <string-name>
            <surname>Hamari</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Tuunanen</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          (
          <year>2014</year>
          ).
          <article-title>Player types: A meta-synthesis. Transactions of the Digital</article-title>
          .
          <source>Games Research Association</source>
          ,
          <volume>1</volume>
          (
          <issue>2</issue>
          ),
          <fpage>29</fpage>
          -
          <lpage>53</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref13">
        <mixed-citation>
          13.
          <string-name>
            <surname>Hassan</surname>
            ,
            <given-names>L.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Hamari</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          (
          <year>2019</year>
          ).
          <article-title>Gamification of e-participation A Literature Review</article-title>
          .
          <source>In Proceedings of the 52ndHawaii International Conference on System Sciences (HICSS'52)</source>
          (pp.
          <fpage>3077</fpage>
          -
          <lpage>3086</lpage>
          ).
          <source>Maui HI</source>
          , USA.
        </mixed-citation>
      </ref>
      <ref id="ref14">
        <mixed-citation>
          14.
          <string-name>
            <surname>Hassan</surname>
            ,
            <given-names>L.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Dias</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Hamari</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          (
          <year>2019</year>
          ).
          <article-title>How motivational feedback increases user's benefits and continued use: A study on gamification, quantified-self and social networking</article-title>
          .
          <source>International Journal of Information Management</source>
          ,
          <volume>46</volume>
          ,
          <fpage>151</fpage>
          -
          <lpage>162</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref15">
        <mixed-citation>
          15.
          <string-name>
            <surname>Hassan</surname>
            ,
            <given-names>L.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Xi</surname>
            ,
            <given-names>N.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Gurkan</surname>
            ,
            <given-names>B.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Koivisto</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Hamari</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          (
          <year>2020</year>
          ).
          <article-title>Gameful self-regulation: A study on how gamified self-tracking features evoke gameful experiences</article-title>
          .
          <source>Proceedings of 53rd Hawaii International Conference on System Sciences (HICSS'53)</source>
          , Hawaii, USA.
        </mixed-citation>
      </ref>
      <ref id="ref16">
        <mixed-citation>
          16.
          <string-name>
            <surname>Henseler</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Ringle</surname>
            ,
            <given-names>C. M.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Sarstedt</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          (
          <year>2015</year>
          ).
          <article-title>A new criterion for assessing discriminant validity in variance-based structural equation modeling</article-title>
          .
          <source>Journal of the academy of marketing science</source>
          ,
          <volume>43</volume>
          (
          <issue>1</issue>
          ),
          <fpage>115</fpage>
          -
          <lpage>135</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref17">
        <mixed-citation>
          17.
          <string-name>
            <surname>Kim</surname>
            ,
            <given-names>T. W.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Werbach</surname>
            ,
            <given-names>K.</given-names>
          </string-name>
          (
          <year>2016</year>
          ).
          <article-title>More than just a game: ethical issues in gamification</article-title>
          .
          <source>Ethics and Information Technology</source>
          ,
          <volume>18</volume>
          (
          <issue>2</issue>
          ),
          <fpage>157</fpage>
          -
          <lpage>173</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref18">
        <mixed-citation>
          18.
          <string-name>
            <surname>Koivisto</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Hamari</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          (
          <year>2014</year>
          ).
          <article-title>Demographic differences in perceived benefits from gamification</article-title>
          .
          <source>Computers in Human Behavior</source>
          ,
          <volume>35</volume>
          ,
          <fpage>179</fpage>
          -
          <lpage>188</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref19">
        <mixed-citation>
          19.
          <string-name>
            <surname>Koivisto</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Hamari</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          (
          <year>2019</year>
          ).
          <article-title>The rise of motivational information systems: A review of gamification research</article-title>
          .
          <source>International Journal of Information Management.</source>
        </mixed-citation>
      </ref>
      <ref id="ref20">
        <mixed-citation>
          20.
          <string-name>
            <surname>Köse</surname>
            ,
            <given-names>D. B.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Morschheuser</surname>
            ,
            <given-names>B.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Hamari</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          (
          <year>2019</year>
          ).
          <article-title>Is it a tool or a toy? How user conceptions of a system's purpose affect their experience and use</article-title>
          .
          <source>International Journal of Information Management</source>
          ,
          <volume>49</volume>
          ,
          <fpage>461</fpage>
          -
          <lpage>474</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref21">
        <mixed-citation>
          21.
          <string-name>
            <surname>Morschheuser</surname>
            ,
            <given-names>B.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Hamari</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Koivisto</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          (
          <year>2016</year>
          ).
          <article-title>Gamification in crowdsourcing: A review</article-title>
          .
          <source>In Proceedings of the 49th Annual Hawaii International Conference on System Sciences (HICSS)</source>
          (pp.
          <fpage>4375</fpage>
          -
          <lpage>4384</lpage>
          ). Hawaii, USA: IEEE.
        </mixed-citation>
      </ref>
      <ref id="ref22">
        <mixed-citation>
          22.
          <string-name>
            <surname>Morschheuser</surname>
            ,
            <given-names>B.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Hassan</surname>
            ,
            <given-names>L.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Werder</surname>
            ,
            <given-names>K.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Hamari</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          (
          <year>2018</year>
          ).
          <article-title>How to design gamification? A method for engineering gamified software</article-title>
          .
          <source>Information and Software Technology</source>
          ,
          <volume>95</volume>
          ,
          <fpage>219</fpage>
          -
          <lpage>237</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref23">
        <mixed-citation>
          23.
          <string-name>
            <surname>Monterrat</surname>
            ,
            <given-names>B.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Desmarais</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Lavoué</surname>
            ,
            <given-names>E.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>George</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          (
          <year>2015</year>
          , June).
          <article-title>A player model for adaptive gamification in learning environments</article-title>
          .
          <source>In International conference on artificial intelligence in education</source>
          (pp.
          <fpage>297</fpage>
          -
          <lpage>306</lpage>
          ). Springer, Cham.
        </mixed-citation>
      </ref>
      <ref id="ref24">
        <mixed-citation>
          24.
          <string-name>
            <surname>Nunnally</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          (
          <year>1978</year>
          ).
          <article-title>Psychometric methods</article-title>
          . New York:
          <string-name>
            <surname>McGraw-Hill</surname>
          </string-name>
          .
        </mixed-citation>
      </ref>
      <ref id="ref25">
        <mixed-citation>
          25.
          <string-name>
            <surname>Peng</surname>
            ,
            <given-names>W.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Lin</surname>
            ,
            <given-names>J. H.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Pfeiffer</surname>
            ,
            <given-names>K. A.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Winn</surname>
            ,
            <given-names>B.</given-names>
          </string-name>
          (
          <year>2012</year>
          ).
          <article-title>Need satisfaction supportive game features as motivational determinants: An experimental study of a self-determination theory guided exergame</article-title>
          .
          <source>Media Psychology</source>
          ,
          <volume>15</volume>
          (
          <issue>2</issue>
          ),
          <fpage>175</fpage>
          -
          <lpage>196</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref26">
        <mixed-citation>
          26.
          <string-name>
            <surname>Ryan</surname>
            ,
            <given-names>R. M.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Deci</surname>
            ,
            <given-names>E. L.</given-names>
          </string-name>
          (
          <year>2000</year>
          ).
          <article-title>Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being</article-title>
          .
          <source>American Psychologist</source>
          ,
          <volume>55</volume>
          (
          <issue>1</issue>
          ),
          <fpage>68</fpage>
          -
          <lpage>78</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref27">
        <mixed-citation>
          27.
          <string-name>
            <surname>Shahri</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Hosseini</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Phalp</surname>
            ,
            <given-names>K.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Taylor</surname>
          </string-name>
          , J., &amp;
          <string-name>
            <surname>Ali</surname>
            ,
            <given-names>R.</given-names>
          </string-name>
          (
          <year>2014</year>
          , November).
          <article-title>Towards a code of ethics for gamification at enterprise</article-title>
          .
          <source>In IFIP Working Conference on The Practice of Enterprise Modeling</source>
          (pp.
          <fpage>235</fpage>
          -
          <lpage>245</lpage>
          ). Springer, Berlin, Heidelberg.
        </mixed-citation>
      </ref>
      <ref id="ref28">
        <mixed-citation>
          28.
          <string-name>
            <surname>Snodgrass</surname>
            ,
            <given-names>J. G.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Dengah</surname>
            ,
            <given-names>H. F.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Lacy</surname>
            ,
            <given-names>M. G.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Fagan</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          (
          <year>2013</year>
          ).
          <article-title>A formal anthropological view of motivation models of problematic MMO play: Achievement, social, and immersion factors in the context of culture</article-title>
          .
          <source>Transcultural psychiatry</source>
          ,
          <volume>50</volume>
          (
          <issue>2</issue>
          ),
          <fpage>235</fpage>
          -
          <lpage>262</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref29">
        <mixed-citation>
          29.
          <string-name>
            <surname>Mora</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Tondello</surname>
            ,
            <given-names>G.F.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Calvet</surname>
            ,
            <given-names>L.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>González</surname>
            ,
            <given-names>C.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Arnedo-Moreno</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Nacke</surname>
            ,
            <given-names>L.E.</given-names>
          </string-name>
          (
          <year>2019</year>
          ).
          <article-title>The quest for a better tailoring of gameful design: An analysis of player type preferences</article-title>
          .
          <source>ACM International Conference Proceeding Series, art. no. 1.</source>
        </mixed-citation>
      </ref>
      <ref id="ref30">
        <mixed-citation>
          30.
          <string-name>
            <surname>Tondello</surname>
            ,
            <given-names>G. F.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Mora</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Nacke</surname>
            ,
            <given-names>L. E.</given-names>
          </string-name>
          (
          <year>2017</year>
          ).
          <article-title>Elements of Gameful Design Emerging from User Preferences</article-title>
          .
          <source>In Proceedings of the Annual Symposium on Computer-Human Interaction in Play - CHI PLAY '17</source>
          (pp.
          <fpage>129</fpage>
          -
          <lpage>142</lpage>
          ). Amsterdam, Netherlands: ACM.
        </mixed-citation>
      </ref>
      <ref id="ref31">
        <mixed-citation>
          31.
          <string-name>
            <surname>Vahlo</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Hamari</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          (
          <year>2019</year>
          ).
          <article-title>Five-Factor Inventory of Intrinsic Motivations to Gameplay (IMG)</article-title>
          .
          <source>In Proceedings of the 52nd Annual Hawaii International Conference on System Sciences (HICSS)</source>
          , Hawaii, USA.
        </mixed-citation>
      </ref>
      <ref id="ref32">
        <mixed-citation>
          32.
          <string-name>
            <surname>Xi</surname>
            ,
            <given-names>N.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Hamari</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          (
          <year>2019</year>
          ).
          <article-title>Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction</article-title>
          .
          <source>International Journal of Information Management</source>
          , (
          <volume>46</volume>
          ),
          <fpage>210</fpage>
          -
          <lpage>221</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref33">
        <mixed-citation>
          33.
          <string-name>
            <surname>Yee</surname>
            ,
            <given-names>N.</given-names>
          </string-name>
          (
          <year>2006</year>
          ).
          <article-title>Motivations for play in online games</article-title>
          .
          <source>Cyberpsychology and Behavior</source>
          ,
          <volume>9</volume>
          (
          <issue>6</issue>
          ), pp.
          <fpage>772</fpage>
          -
          <lpage>775</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref34">
        <mixed-citation>
          34.
          <string-name>
            <surname>Yee</surname>
            ,
            <given-names>N.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Ducheneaut</surname>
            ,
            <given-names>N.</given-names>
          </string-name>
          and
          <string-name>
            <surname>Nelson</surname>
            ,
            <given-names>L.</given-names>
          </string-name>
          (
          <year>2012</year>
          ).
          <article-title>Online gaming motivations scale: Development and validation</article-title>
          .
          <source>Conference on Human Factors in Computing Systems - Proceedings.</source>
        </mixed-citation>
      </ref>
      <ref id="ref35">
        <mixed-citation>
          35.
          <string-name>
            <surname>Wolf</surname>
            ,
            <given-names>T.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Weiger</surname>
            ,
            <given-names>W. H.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Hammerschmidt</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          (
          <year>2019</year>
          ).
          <article-title>Experiences that matter? The motivational experiences and business outcomes of gamified services</article-title>
          .
          <source>Journal of Business Research.</source>
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>