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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>The role of game modality in the outcomes of gamification: A research agenda</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Federica Gini</string-name>
          <email>federica.gini@unitn.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Simone Bassanelli</string-name>
          <email>simone.bassanelli@unitn.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Antonio Bucchiarone</string-name>
          <email>bucchiarone@fbk.eu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Fondazione Bruno Kessler</institution>
          ,
          <addr-line>Via Sommarive, 18, 38123 Povo TN</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>University of Trento</institution>
          ,
          <addr-line>Via Calepina, 14, 38122 Trento TN</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <fpage>67</fpage>
      <lpage>78</lpage>
      <abstract>
        <p>The interest in gamification is growing every year, as demonstrated by the continuous increase in scientific and commercial outputs. Along with the number of publications, researchers have produced a significant amount of gamification frameworks, with the intent of guiding designers in the creation of gameful systems. Despite the differences between frameworks, and the fact that a holistic framework is still missing, there is one feature common to all the schemes: the consideration for the game modality, intended as different types of social interaction between users (individual, cooperative, competitive, and cooperative-competitive), is none or limited. The current paper represents an attempt to underline the importance of game modality in gamification, presenting evidence about the impact that the modality has on social, behavioral, and psychological outcomes in traditional activities, video games, and gameful systems, along with a research agenda aimed at deepening the knowledge of this connection.</p>
      </abstract>
      <kwd-group>
        <kwd>1 Gamification</kwd>
        <kwd>game modality</kwd>
        <kwd>research agenda</kwd>
        <kwd>design</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Gamification, intended as the implementation
of game elements in non-game contexts [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], has
raised significant interest in different domains [
        <xref ref-type="bibr" rid="ref2 ref3">2,
3</xref>
        ], producing a continuous increase in scientific
output [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] and commercial apps [
        <xref ref-type="bibr" rid="ref5 ref6">5, 6</xref>
        ] each year.
Despite that, the design of gameful systems is
quite complex and requires numerous precautions
in order to achieve a well-functioning system.
Gamification is still in its infancy [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], hence the
understanding of the phenomenon is not totally
clear. In fact, gamification is typically used to
positively influence human motivation and
behaviors [
        <xref ref-type="bibr" rid="ref2 ref4">2, 4</xref>
        ], but the final outputs are not
always totally positive. Several authors [
        <xref ref-type="bibr" rid="ref10 ref3 ref7 ref8 ref9">3, 7, 8, 9,
10</xref>
        ] suggest that during the design of gamification,
and in particular in the implementation of game
elements, designers should take into account the
final users’ differences and preferences.
Nevertheless, a large number of systems
implement a shortcoming one size fits all strategy
[
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. In other words, gameful systems are often
designed without taking into account that
different categories of people have different
interactions with these systems and within
themselves [
        <xref ref-type="bibr" rid="ref12 ref7">7, 12</xref>
        ], and that different game
elements have characteristics that may vary from
the context of use [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. One of the most common
one size fits all strategies is the PBL (points,
badge, leaderboard) implementation, which
relies on the interaction between points, badges,
and leaderboard in promoting users’ motivation.
Fewer expert people believe that the sum of
gamification methodology and philosophy is
merely the process of adding points, badges, and
leaderboards to products [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ].
      </p>
      <p>
        In order to face these problems and enhance
gamification reliability, several personalization
approaches [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] and gamification design
frameworks [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] have been developed during the
last few years. Specifically, according to some
literature reviews [
        <xref ref-type="bibr" rid="ref14 ref16">14, 16</xref>
        ], most of the
personalization approaches focus on predicting
and modeling the user profile and the
correspondent game elements, placing a particular
focus on what to modify, and not how to modify.
      </p>
      <p>
        A good number of gamification design
frameworks are specific to fields such as
education and learning [
        <xref ref-type="bibr" rid="ref17 ref18 ref19">17, 18, 19</xref>
        ], while others
can be generalized to different contexts [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ].
Despite the differences among frameworks, in the
vast majority, there is a lack of consideration of
the effects that the modality has on users’
behavior. As described in detail in Section 2,
modality refers to the characteristics of the social
interaction between users, and therefore the level
of social interdependence [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ] between people,
and it can be mainly divided into (1) individual,
(2) cooperative, (3) competitive, and (4)
cooperative-competitive. If we take into account
recent literature [
        <xref ref-type="bibr" rid="ref15 ref20 ref4">4, 15, 20</xref>
        ], it emerges that just a
few authors include the analysis of the modality
in their framework. In particular, only the
GamiDOC framework [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] explicitly refers to
modality as one of the features taken into account
during the design phase. Based on the current
literature on gamification frameworks, can we
state that the analysis of the modality is redundant
in the design of gameful systems? The aim of the
paper is to show evidence of the impact of
modality on the outcome of gamified systems and
provide a research agenda. In Section 2 we
present the four main modalities (individual,
cooperative, competitive, and
cooperativecompetitive) on the basis of the Social
Interdependence Theory, along with the impact
and the preferences for different modalities in
traditional activities, video games, and gamified
systems. In Section 3 we define a research agenda
aimed at expanding the knowledge about the role
of modalities in gamification, and finally, in
Section 4 we present the conclusions.
      </p>
    </sec>
    <sec id="sec-2">
      <title>2. Modality</title>
      <p>
        The structure of the interaction between users,
along with the choice of objectives, outlines the
modality of the gameful system. Therefore, it is
important to understand the impact of modality on
the effectiveness of gamification, and what
elements can guide designers in choosing the most
appropriate kind of interaction between users. In
gamification, we can mainly distinguish between
four modalities: individual, cooperative,
competitive, and cooperative-competitive [
        <xref ref-type="bibr" rid="ref2 ref22">2, 22</xref>
        ].
The distinction, originally described by
Morschhauser et al. [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], derives from the
classification of video games in four main
modalities done by Liu and colleagues [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ]. The
distinction relies on the Social interdependence
theory [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ], and it classifies video games and
gamified activities based on the characteristics of
the interaction between users.
2.1.
      </p>
    </sec>
    <sec id="sec-3">
      <title>Social interdependence theory</title>
      <p>
        Social interdependence theory was first
formulated in 1968 in the work of Morton Deutsch
[
        <xref ref-type="bibr" rid="ref21 ref23 ref24">21, 23, 24</xref>
        ], who re-elaborated the Gestalt
school’s notions of the group and inter-group
relationships [
        <xref ref-type="bibr" rid="ref25 ref26">25, 26</xref>
        ] by looking further into how
relationships between people’s goals could
influence groups’ dynamics. Based on how goals
are set, there can be positive or negative
interdependence between people’s goals. Positive
interdependence rises when the achievement of
one’s goal facilitates the other members of the
group to get closer to their objectives, and it
commonly leads to cooperation [
        <xref ref-type="bibr" rid="ref21 ref23 ref24">21, 23, 24</xref>
        ].
Negative interdependence represents the opposite
situation: by reaching one’s goal, the other
members of the group are driven away from their
goals. In this second case, people tend to compete
to reach the desired result. Finally, there is no
interdependence when there is no relationship
between people’s goals [
        <xref ref-type="bibr" rid="ref21 ref23 ref24">21, 23, 24</xref>
        ].
      </p>
    </sec>
    <sec id="sec-4">
      <title>2.2. Modality activities in traditional</title>
      <p>
        Social and motivational psychology literature
studies how different kinds of interdependence
affect people’s performance and psychological
outcomes. Studies on positive interdependence
(which we will call simply “cooperation” from
now on) show that cooperative activities can
enhance people’s performance, if compared to
other modalities [
        <xref ref-type="bibr" rid="ref27 ref28">27, 28</xref>
        ], such as individual (lack
of interdependence) and cooperative activities
(negative interdependence). These findings are
consistent with the fact that cooperation is related
to a higher frequency of insights and higher
cognitive functioning in participants. Also, people
tend to spend more time focusing on the task
during cooperative activities, rather than
individual or competitive ones [
        <xref ref-type="bibr" rid="ref27 ref28">27, 28</xref>
        ]. As for the
psychological outcomes, during cooperative
activities, people feel more motivated and
reported higher levels of well-being [
        <xref ref-type="bibr" rid="ref27 ref29">27, 29</xref>
        ].
These effects of cooperation are the basis of the
success of cooperative learning [
        <xref ref-type="bibr" rid="ref21 ref30 ref31">21, 30, 31</xref>
        ].
      </p>
      <p>
        Other findings in the literature furthermore
state that when positive interdependence is mixed
with negative interdependence, individuals gain
even more benefits from social interaction: when
cooperation and competition (i.e. team
competitions) are both present in the activity,
individuals are even more motivated [
        <xref ref-type="bibr" rid="ref27 ref32 ref33">27, 32, 33</xref>
        ].
In particular, when participants are divided into
teams, it is possible that positive influence [
        <xref ref-type="bibr" rid="ref34 ref35 ref36">34, 35,
36</xref>
        ], and a process of social identification rise
among team members, which are also related to
Toumela’s concept of we-intentions [
        <xref ref-type="bibr" rid="ref35 ref36 ref37">35, 36, 37</xref>
        ].
      </p>
      <p>
        In traditional learning, the effects of
cooperation and competition have been
thoroughly studied. Cooperation in learning has a
positive influence on motivational, emotional,
cognitive, meta-cognitive, and social dimensions
of learning [
        <xref ref-type="bibr" rid="ref30">30</xref>
        ], and students perceive
collaborative learning activities as more satisfying
than individual ones [
        <xref ref-type="bibr" rid="ref31">31</xref>
        ]. On the other hand, there
are controversial opinions on the usefulness of
competition in education [
        <xref ref-type="bibr" rid="ref38">38</xref>
        ]. Some authors state
that competition can motivate students and
encourage learning [
        <xref ref-type="bibr" rid="ref38 ref39 ref40">38, 39, 40</xref>
        ], while others
argue that competition can promote orientation to
performance over the desire for mastery of the
topic [
        <xref ref-type="bibr" rid="ref41">41</xref>
        ]. Also, competition can represent a
source of stress, as pointed out by Vockell et al.
[
        <xref ref-type="bibr" rid="ref42">42</xref>
        ], and supported by students’ preference for
anonymous competitions [
        <xref ref-type="bibr" rid="ref43">43</xref>
        ]. As a compromise
between the pros and cons of competition, and the
clear evidence about the effectiveness of
cooperation, other authors suggest
cooperativecompetitive structures as the most appropriate to
motivate students [
        <xref ref-type="bibr" rid="ref44">44</xref>
        ]. The literature on
traditional learning also provides some guidelines
for adopting “safe” competition in education:
short competition, characterized by a clear goal
definition and a prize with low or symbolic value
for the winners, so that students gain little
motivation from the reward [
        <xref ref-type="bibr" rid="ref38 ref45">38, 45</xref>
        ].
2.3.
      </p>
    </sec>
    <sec id="sec-5">
      <title>Modality in video games</title>
      <p>
        Based on these definitions, Liu [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ] first, and
Morschheuser [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] later, divided video game and
gamified activities into four main modalities:
      </p>
      <p>• Individual modality: lack of
interdependence among users, which means that
there is no connection among the players’ goals.</p>
      <p>• Cooperative modality: positive
interdependence among the users’ goals,
promoting player interaction.</p>
      <p>• Competitive modality: negative
interdependence among users’ goals, which
obstacles interaction among players.</p>
      <p>• Cooperative-competitive: characterized
by positive and negative interdependence, mostly
found in team competitions. In this modality,
interaction is sustained among teammates, and
discouraged with other teams.</p>
      <p>The choices that game designers take in terms
of the structure of the objectives and the game
elements introduced in the game, along with the
complementarity of players’ roles, shape the kind
of interdependence among players, and therefore
the modality of the video game.</p>
      <p>
        According to the literature, competition
represents one of the elements of success in video
games [
        <xref ref-type="bibr" rid="ref46 ref47 ref48">46, 47, 48</xref>
        ]. Competition represents a
source of immediate feedback about one’s
performance, and it makes the player feel
competent [
        <xref ref-type="bibr" rid="ref46 ref49">46, 49</xref>
        ]. The satisfaction of the need
for competence is considered by Self
Determination Theory [
        <xref ref-type="bibr" rid="ref50">50</xref>
        ] one of the bases for
the rise of intrinsic motivation. Despite many
players being attracted by competition, this
modality can also have negative effects on the
appreciation of the game if competition becomes
perceived as too controlling; users become too
goal-oriented, rather than performance-oriented;
or there is no balance between players’ abilities
[
        <xref ref-type="bibr" rid="ref51 ref52 ref53">51, 52, 53</xref>
        ]. As we can see, motivation is not
always enhanced by competition, and the features
that make competition attractive or demotivating
depend on the kind of activity and users’
characteristics. On the other hand, cooperative
video games have a whole other set of positive
effects on users’ behavior and well-being.
Positive interdependence in video games
promotes cooperation also into the real world
[
        <xref ref-type="bibr" rid="ref54">54</xref>
        ], other than having positive effects on
people’s fun, and effort [
        <xref ref-type="bibr" rid="ref55">55</xref>
        ]. Playing video games
characterized by social interaction, particularly
cooperative ones, was found to be correlated with
overall psychological well-being [
        <xref ref-type="bibr" rid="ref47 ref56 ref57 ref58">47, 56, 57, 58</xref>
        ].
Finally, the cooperative modality is useful to
satisfy players’ need for relatedness, another one
of the three basic needs identified in Self
Determination Theory [
        <xref ref-type="bibr" rid="ref50">50</xref>
        ].
      </p>
    </sec>
    <sec id="sec-6">
      <title>Modality in gamification</title>
      <p>In this section, we present how modality can
impact the user experience of gamified systems in
the general population and primary evidence of a
possible mediation role of demographic and
cultural features.</p>
    </sec>
    <sec id="sec-7">
      <title>2.4.1. Differences</title>
      <p>population
in
the
general</p>
      <p>
        Given the effects of adopting different
modalities highlighted in social psychology and
studies on video games, it seems natural to suspect
that different amounts of interdependence can
have consequences on the effectiveness of
gamified activities. At first, competition gained
popularity in gamification, since the introduction
of leaderboards and other competitive game
elements resulted in greater effects on motivation
if compared to the individual modality [
        <xref ref-type="bibr" rid="ref59 ref60 ref61">59, 60,
61</xref>
        ]. As for video games, competition can not be
considered a universal solution to engage users
[
        <xref ref-type="bibr" rid="ref53 ref59 ref60 ref61 ref62 ref63">53, 59, 60, 61, 62, 63</xref>
        ]. Literature shows that
competition can not be considered a universal
solution to engage users, since competitive
elements seem to have different impacts on
people, based on personality and other
interpersonal differences [
        <xref ref-type="bibr" rid="ref59 ref60 ref61 ref62">59, 60, 61, 62</xref>
        ].
Leaderboards, in particular, provide a great
affordance for competition, since they are seen as
a goal to reach [
        <xref ref-type="bibr" rid="ref64">64</xref>
        ]. Data suggest that extroverts
enjoy competition elements more than introverts
[
        <xref ref-type="bibr" rid="ref59 ref60 ref61 ref62">59, 60, 61, 62</xref>
        ]. Also, in the case of
crowdsourcing, more skilled and engaged users can
discourage the less participative ones from
contributing at all [
        <xref ref-type="bibr" rid="ref53 ref63">53, 63</xref>
        ]. Gabrielle [
        <xref ref-type="bibr" rid="ref65">65</xref>
        ] reported
how hotel employees can be negatively affected
by competitive gamification. In an attempt of
increasing productivity, a hotel introduced
gamification in the workplace - using a
leaderboard to take note of employees’
performance - with the result of increased stress
and negative emotions. Studies that compared
different modalities highlighted some similarities
between the effects found in gamification and
traditional activities, such as levels of fun and
participation [
        <xref ref-type="bibr" rid="ref2 ref66">2, 66</xref>
        ]. Chen and Pu [
        <xref ref-type="bibr" rid="ref66">66</xref>
        ] compared
three versions of the same gamified software, each
characterized by a different modality. The results
show how the cooperative and
cooperativecompetitive versions positively impacted
individuals more than the competitive one.
      </p>
      <p>
        Morschheuser et al. [
        <xref ref-type="bibr" rid="ref67">67</xref>
        ] found similar effects
comparing three modalities (cooperative,
cooperative-competitive, and competitive) in a
gamified crowd-sourcing software. Other authors
highlighted that cooperative gamification
enhances users’ participation and has long-term
effects on motivation, fun, and intention to share
knowledge if compared to other modalities [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ].
Finally, as for traditional activities, also in
gamification the cooperative-competitive
modality seems to be even more effective than
introducing cooperation or competition alone
[
        <xref ref-type="bibr" rid="ref66">66</xref>
        ]. In a recent study [
        <xref ref-type="bibr" rid="ref67">67</xref>
        ] emerged that while
users reported similar levels of perceived
usefulness and used the software for a similar
amount of time, individuals in the
cooperativecompetitive condition showed higher levels of fun
and participation.
      </p>
      <p>
        In Klock et al. [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] systematic review, the
authors describe the preference for game elements
in different player types and different personality
traits. According to Bartle’s player types
taxonomy, people can be divided into achievers,
explorers, killers, and socializers, based on their
game-playing preferences [
        <xref ref-type="bibr" rid="ref68">68</xref>
        ]. In the results
included in Klock et al. [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] review, competition
was suggested only for killers in [
        <xref ref-type="bibr" rid="ref69">69</xref>
        ] and [
        <xref ref-type="bibr" rid="ref70">70</xref>
        ],
while leaderboards were suggested for achievers
[
        <xref ref-type="bibr" rid="ref71 ref72">71, 72</xref>
        ], explorers [
        <xref ref-type="bibr" rid="ref71">71</xref>
        ], and killers [
        <xref ref-type="bibr" rid="ref71 ref72 ref73">71, 72, 73</xref>
        ].
Moreover, in Tondello et al.’s [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] analysis
between Hexad traits [
        <xref ref-type="bibr" rid="ref74">74</xref>
        ] and preference for
elements, the results showed that social
competition is particularly appreciated by
socializers and disruptors, while leaderboards
were preferred by players. As for the personality
traits, the majority of papers included in the
review referred to the Big 5 or OCEAN model
[
        <xref ref-type="bibr" rid="ref75">75</xref>
        ], and competition was linked to higher levels
of extraversion [
        <xref ref-type="bibr" rid="ref76">76</xref>
        ]. More recently, Pakinee &amp;
Puritat [
        <xref ref-type="bibr" rid="ref77">77</xref>
        ] interviewed seventy-two students
who participated in an experimental application of
a gamified software for learning. The results,
coherently with the literature [
        <xref ref-type="bibr" rid="ref59 ref76 ref78">76, 78, 59</xref>
        ], showed
that students with higher traits of extraversion and
openness were particularly motivated by
competition. On the other hand, students with a
higher trait of neuroticism were negatively
affected by the presence of the leaderboard, as
also reported in Orji et al. [
        <xref ref-type="bibr" rid="ref79">79</xref>
        ].
      </p>
    </sec>
    <sec id="sec-8">
      <title>2.4.2. Demographic differences</title>
      <p>
        So far we have discussed differences in the
general population. There is evidence suggesting
that the social component in gamification
software is more or less appreciated, based on the
demographic characteristics of individuals [
        <xref ref-type="bibr" rid="ref14 ref80">14,
80</xref>
        ]. For example, in Klock et al. [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] review about
tailored gamification, the authors analyzed game
elements and modalities suggested to different
genders. For example, in two studies [
        <xref ref-type="bibr" rid="ref8 ref81">8, 81</xref>
        ],
leaderboards were suggested to women, and in
one other study, leaderboards were suggested for
either gender [
        <xref ref-type="bibr" rid="ref82">82</xref>
        ]. Other two studies suggested
competition, in general, to men, and guilds for
both men and women [
        <xref ref-type="bibr" rid="ref83 ref84">83, 84</xref>
        ]. Interestingly,
Busch et al. [
        <xref ref-type="bibr" rid="ref84">84</xref>
        ] studied femininity and
masculinity instead of focusing on the two
genders, and suggested social status and
competition to femininity. It is evident that the
body of data regarding gender differences in
gamification, and furthermore the relationship
between gender and modality, is still in its early
stages, and research is needed to clarify the topic.
Also, Koivisto &amp; Hamari [
        <xref ref-type="bibr" rid="ref80">80</xref>
        ] compared the
differences in the user experience related to an
exercise gamified software (Fitocracy) divided by
age and gender and discovered a preference for
social features in women. Finally, Itoko et al. [
        <xref ref-type="bibr" rid="ref85">85</xref>
        ]
reported that competitive gamification may have
more positive outcomes in younger users than in
the older population. The authors used
gamification to motivate senior workers in
crowdsourcing tasks, such as proofreading, and
discovered that younger people appreciated
competition more than older workers, who did not
like to compare their contribution with other
users. In light of these findings, it seems that the
effects of modality may be mediated by
demographic characteristics, other than
interpersonal differences.
      </p>
    </sec>
    <sec id="sec-9">
      <title>2.4.3. Cultural differences</title>
      <p>
        Culture is an umbrella term that refers to habits
and preferences often expressed in a group of
people, which include but it is not limited to social
behavior, food preferences, art, and the expression
of emotion [
        <xref ref-type="bibr" rid="ref86 ref87 ref88">86, 87, 88</xref>
        ]. The presence of cultural
differences might lead to the marginalization of
some users, especially in the educational
environment. Indeed, several authors reported
how factors such as age, ethnic differences,
gender, sexual orientation and disability may
affect the effectiveness of gameful systems [
        <xref ref-type="bibr" rid="ref89 ref90 ref91">89,
90, 91</xref>
        ]. For this reason, several authors suggest
using a cooperative or cooperative-competitive
approach [
        <xref ref-type="bibr" rid="ref92 ref93 ref94 ref95">92, 93, 94, 95</xref>
        ]. Oyibo et al. [
        <xref ref-type="bibr" rid="ref96 ref97">96, 97</xref>
        ]
researched the appreciation for game elements in
different populations, particularly individualistic
and collectivist cultures. Individualistic cultures
focus on the individual, self-dependence, and
personal goals rather than the idea of the
community, while collectivist cultures see the
individual as part of the society, and prioritize the
latter over single individuals [
        <xref ref-type="bibr" rid="ref98">98</xref>
        ]. In particular,
the authors compared individualistic (North
America) and collectivist (Asia, Africa)
populations to study which gamification features
(competition, learning, and prizes) were more
suited for the two cultures [
        <xref ref-type="bibr" rid="ref96 ref97">96, 97</xref>
        ]. Competition,
in particular, was suggested to individualistic
cultures in the first publication [
        <xref ref-type="bibr" rid="ref96">96</xref>
        ], while the
authors reported similar results in individualistic
and collectivist cultures in the second one [
        <xref ref-type="bibr" rid="ref97">97</xref>
        ].
Furthermore, Toda et al. [
        <xref ref-type="bibr" rid="ref99">99</xref>
        ] compared users’
perceived importance of game elements in
Brazilian and US citizens. The authors found a
significant difference in the perceived importance
of cooperation, but not competition, in the two
populations. In particular, Brazilian participants
deemed cooperation more important than the US
sample.
      </p>
    </sec>
    <sec id="sec-10">
      <title>3. Future steps</title>
      <p>
        As stated in the introduction, from recent
literature [
        <xref ref-type="bibr" rid="ref15 ref20 ref4">4, 15, 20</xref>
        ] it emerges that gamification
frameworks are often lacking a modality section.
Though, evidence shows how different levels of
interdependence impact psychological and
behavioral variables in participants, in traditional
activities, video games, and even gamified
systems [
        <xref ref-type="bibr" rid="ref2 ref27 ref28 ref32 ref33 ref51 ref52 ref53 ref60">2, 27, 28, 32, 33, 51, 52, 53, 60</xref>
        ]. Future
works should follow two separate but
interconnected pathways to fill the gap and further
connect research on gamification with the design
of gamified systems. As represented in Figure 1,
on one hand (column A) researchers should
further analyze the relationship between different
modalities and the effects of gamification,
considering the target’s characteristics. This
means: (1) considering the relationship between
different modalities and interpersonal differences
in the population, such as personality, (2)
considering the relationship between different
modalities and users’ demographic categories, (3)
considering the relationship between different
modalities and cultural differences, and (4)
considering the relationship between different
modalities and other possible factors less studied
so far, such as the context of the application and
encouraged
through
      </p>
      <p>Other than increasing the knowledge on the
topic, understanding how modality moderates the
effects of gamification can help in the definition
of better gamification frameworks. On the other
hand, gamification frameworks should include a
modality section. Including a modality section in
gamification, frameworks would have two
implications (column B): (1) it would raise
awareness in designers of how different
modalities could impact their users’ experience,
and (2) it would drive designers to think about the
interdependence between users, and possibly
make the modality explicit in papers. The latter
also helps the construction of a body of data about
the modality adopted in gamified systems and the
effects of gamification on people’s psychological
and behavioral variables, which can be used in
future reviews and meta-analyses and further
refine gamification frameworks.
3.1.</p>
    </sec>
    <sec id="sec-11">
      <title>Research agenda</title>
      <p>To clarify the impact that modality may have
on users, we present a research agenda that aims
at exploring the relationship between modality
and other meaningful aspects for the design of
gamified systems, such as differences between
users, the context of the application, and the
behavior to be encouraged.</p>
      <p>Agenda point 1) Investigate the tailored
gamification by considering the players’
preferences, types, and personalities, in relation
to game modality.</p>
      <p>
        We can divide interpersonal differences into
two main aspects: first, we can talk about
personality (i.e., measured through the Big 5 or
OCEAN model [
        <xref ref-type="bibr" rid="ref75">75</xref>
        ]), and second, we can also talk
in terms of player types (i.e., measured through
Bartle’s taxonomy [
        <xref ref-type="bibr" rid="ref68">68</xref>
        ]). As presented in Section
2.4, Klock et al. systematic literature review [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]
shows that interpersonal differences may play a
role in the appreciation for different modalities.
Both for personality and player type, though, there
is still a lack of agreement on which game
elements and modalities could be best suited
based on these interpersonal differences.
Therefore, more research is needed to shed light
on the matter.
      </p>
      <p>Agenda point 2) Investigate the tailored
gamification by considering demographic
differences, such as age and gender, in relation to
game modality.</p>
      <p>
        When talking about demographic differences
we can mainly identify people in terms of age and
gender. While for age little is known about the
influence of modality on the user experience
related to gamified systems, there is more
evidence about the appreciation for different
modalities based on gender (and the continuum
femininity-masculinity) [
        <xref ref-type="bibr" rid="ref14 ref80 ref84">14, 80, 84</xref>
        ]. As for
interpersonal differences, also data on the
relationship between modality and demographic
differences are scarce and often contradictory.
Collecting more information about this
relationship can represent valuable knowledge for
designers with a specific target during the design
phase.
      </p>
      <p>Agenda point 3) Investigate the tailored
gamification by considering cultural differences,
such as the distinction between individualistic and
collectivist cultures, in relation to game modality.</p>
      <p>
        As presented in Oyibo et al. [
        <xref ref-type="bibr" rid="ref96 ref97">96, 97</xref>
        ],
individualistic and collectivist cultures may show
a preference for specific gamification features and
modalities. The results as a whole are not clear,
and no modality other than competition was taken
into account by the authors. Given the differences
between the two types of cultures [
        <xref ref-type="bibr" rid="ref98">98</xref>
        ], it is
possible that different populations may have a
preference for specific modalities. Therefore
designers in different parts of the world may need
to pay attention to the target society in order to
properly design a gamified system. To guide
designers in this way, more research has to be
done on the relationship between modality and
individualistic and collectivist cultures.
      </p>
      <p>Agenda point 4) Investigate the tailored
gamification by considering the different contexts
of application in relation to game modality.</p>
      <p>
        Gamification can be applied in a vast number
of contexts [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], and it is possible that users may
prefer different modalities based on the context of
the application. In a recent meta-analysis about
gamification in education, for example, the
authors summarized the effects of gamification on
motivational, cognitive, and behavioral outcomes
[
        <xref ref-type="bibr" rid="ref100">100</xref>
        ]. The results show a more positive impact of
cooperative-competitive gamified systems over
competitive gamification in terms of behavioral
outcomes. The authors do not exclude that
competition can have promising results, since
some factors may have mediated the effects of
competition, such as the design of the challenge
(i.e., destructive competition, in which one player
has to destroy other participants in order to
prevail), and the lack of balance between
participants’ skills [
        <xref ref-type="bibr" rid="ref100">100</xref>
        ]. In a different field, in
Morschheuser et al. [
        <xref ref-type="bibr" rid="ref101">101</xref>
        ] literature review, the
authors summarized the finding on the application
of gamification in crowd-sourcing, dedicating
part of the manuscript to the effectiveness of
different modalities. The authors underline how
crowd-sourcing success is based on people’s
cooperation [
        <xref ref-type="bibr" rid="ref101 ref102 ref103">101, 102, 103</xref>
        ], and therefore
adopting a cooperative modality may have
positive outcomes [
        <xref ref-type="bibr" rid="ref101">101</xref>
        ]. Other evidence included
in the review suggests that competition and
leaderboard can represent another way to increase
motivation and people’s participation in gamified
crowd-sourcing systems [
        <xref ref-type="bibr" rid="ref104 ref105">104, 105</xref>
        ]. Competition,
though, can demotivate less skilled users to
contribute [
        <xref ref-type="bibr" rid="ref53 ref63">53, 63</xref>
        ], especially when adopting
long-term leaderboards [
        <xref ref-type="bibr" rid="ref106 ref53 ref63">53, 63, 106</xref>
        ]. In this
perspective, the authors suggest using short-term
leaderboards [
        <xref ref-type="bibr" rid="ref101 ref105">101, 105</xref>
        ]. The results on
gamification in education, crowd-sourcing, and
the evidence on the general population present
some similarities, such as the effectiveness of the
cooperative-competitive modality. It is still
unclear if the fondness for a specific modality
(i.e., cooperative-competitive) can be the result of
a preference in the general population, or if this
preference may also be influenced by the context
of the application. Future research should deepen
the knowledge of the interaction between the
context and the preference for a specific modality
in gamification.
      </p>
      <p>Agenda point 5) Investigate the tailored
gamification by considering the different desired
behaviors in relation to game modality.</p>
      <p>
        As described in Section 2.3, in-game
cooperation promotes cooperation also in the real
world [
        <xref ref-type="bibr" rid="ref54">54</xref>
        ]. It is possible that some modalities are
suited to promote and support some behaviors
better than others. Including a modality that
supports users in reaching their goals in terms of
behavior and learning, can increase the
effectiveness of gamification. Future research
should explore this area, and understand the
relationship between modalities and the behaviors
encouraged through gamified systems.
      </p>
      <p>Agenda point 6) Produce guidelines to help in
the choice between game modalities during the
design of gameful systems.</p>
      <p>As can be seen from the previous sections, a
proper guideline for managing game modality is
necessary. The guideline should take into account
all the abovementioned relationships and must be
part of a design framework able to exploit an
open-access database based on empirical data,
indicating which elements are most appropriate
for the use of a given game modality according to
context, users, device, aim, and encouraged
behaviors.</p>
    </sec>
    <sec id="sec-12">
      <title>4. Conclusions</title>
      <p>In this paper, we presented a review of the
literature that highlights the importance of
modality in gamification and presents evidence of
its influence on social, behavioral, and
psychological outcomes in traditional activities,
video games, and gameful systems. Overall, the
data suggest that game modality is often neglected
during the definition of gamification frameworks.
Evidence on gamification, though, suggests that
the general population is affected differently by
different modalities, and the effects can be
mediated by demographic, and cultural factors.
Other factors such as the context of the
application, and the specific behaviors that
designers want to encourage, may impact the
effects of modality, even though data are scarce in
this direction. To understand the relationship
between modality and all these variables, we
presented a research agenda and the necessity to
include the modality in gamification design
frameworks.</p>
    </sec>
    <sec id="sec-13">
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