Gamification research shows promising but inconsistent results for user behavior
In short: A review of 819 studies on gamification found that while using game-like elements in information systems often yields positive results, the findings across the field remain remarkably mixed. Researchers observed that points, badges, and leaderboards are the most frequent tools used, particularly within the contexts of health, education, and crowdsourcing.
The review analyzed research models and empirical results to provide a clearer picture of a rapidly growing field. While the study highlights the effectiveness of gamified systems, it also notes a significant lack of theoretical consistency and unified research models in current literature.
Why it matters: Gamification is a powerful but inconsistent tool that relies heavily on familiar mechanics like points and badges.
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Sources
- Source: Research: Koivisto and Hamari (2018). The rise of motivational information systems: A review of gamification research. International Journal of Information Management. · cc-by-nc-nd
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