Literature DB >> 26812253

What's the Point?: A Review of Reward Systems Implemented in Gamification Interventions.

Zakkoyya H Lewis1, Maria C Swartz1, Elizabeth J Lyons1,2,3.   

Abstract

Rewards are commonly used in interventions to change behavior, but they can inhibit development of intrinsic motivation, which is associated with long-term behavior maintenance. Gamification is a novel intervention strategy that may target intrinsic motivation through fun and enjoyment. Before the effects of gamified interventions on motivation can be determined, there must be an understanding of how gamified interventions operationalize rewards, such as point systems. The purpose of this review is to determine the prevalence of different reward types, specifically point systems, within gamified interventions. Electronic databases were searched for relevant articles. Data sources included Medline OVID, Medline PubMed, Web of Science, CINAHL, Cochrane Central, and PsycINFO. Out of the 21 articles retrieved, 18 studies described a reward system and were included in this review. Gamified interventions were designed to target a myriad of clinical outcomes across diverse populations. Rewards included points (n = 14), achievements/badges/medals (n = 7), tangible rewards (n = 7), currency (n = 4), other unspecified rewards (n = 3), likes (n = 2), animated feedback (n = 1), and kudos (n = 1). Rewards, and points in particular, appear to be a foundational component of gamified interventions. Despite their prevalence, authors seldom described the use of noncontingent rewards or how the rewards interacted with other game features. The reward systems relying on tangible rewards and currency may have been limited by inhibited intrinsic motivation. As gamification proliferates, future research should explicitly describe how rewards were operationalized in the intervention and evaluate the effects of gamified rewards on motivation across populations and research outcomes.

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Year:  2016        PMID: 26812253     DOI: 10.1089/g4h.2015.0078

Source DB:  PubMed          Journal:  Games Health J        ISSN: 2161-783X


  22 in total

1.  In pursuit of a self-sustaining college alcohol intervention: Deploying gamified PNF in the real world.

Authors:  Andrew M Earle; Joseph W LaBrie; Sarah C Boyle; Daniel Smith
Journal:  Addict Behav       Date:  2018-01-06       Impact factor: 3.913

2.  Points-Based Reward Systems in Gamification Impact Children's Physical Activity Strategies and Psychological Needs.

Authors:  Sun Joo Grace Ahn; Kyle Johnsen; Catherine Ball
Journal:  Health Educ Behav       Date:  2019-01-24

3.  PNF 2.0? Initial evidence that gamification can increase the efficacy of brief, web-based personalized normative feedback alcohol interventions.

Authors:  Sarah C Boyle; Andrew M Earle; Joseph W LaBrie; Daniel J Smith
Journal:  Addict Behav       Date:  2016-12-02       Impact factor: 3.913

4.  Effectiveness of a smartphone app to increase parents' knowledge and empowerment in the MMR vaccination decision: A randomized controlled trial.

Authors:  Marta Fadda; Elisa Galimberti; Maddalena Fiordelli; Luisa Romanò; Alessandro Zanetti; Peter J Schulz
Journal:  Hum Vaccin Immunother       Date:  2017-11-10       Impact factor: 3.452

5.  Educational Analytics: A New Frontier for Gamification?

Authors:  Cathy C Roche; Nancy P Wingo; Andrew O Westfall; Andres Azuero; Donald M Dempsey; James H Willig
Journal:  Comput Inform Nurs       Date:  2018-09       Impact factor: 1.985

Review 6.  Nutrition Education and Dietary Behavior Change Games: A Scoping Review.

Authors:  Tom Baranowski; Courtney Ryan; Andrés Hoyos-Cespedes; Amy Shirong Lu
Journal:  Games Health J       Date:  2018-10-19

7.  Acceptability of technology-based physical activity intervention profiles and their motivational factors in obesity care: a latent profile transition analysis.

Authors:  Meggy Hayotte; Guillaume Martinent; Véronique Nègre; Pierre Thérouanne; Fabienne d'Arripe-Longueville
Journal:  Int J Obes (Lond)       Date:  2021-04-23       Impact factor: 5.095

8.  Engaging youth in mHealth: what works and how can we be sure?

Authors:  Lisa B Hightow-Weidman; Keith J Horvath; Hyman Scott; Jonathan Hill-Rorie; Jose A Bauermeister
Journal:  Mhealth       Date:  2021-04-20

9.  Game Mechanisms in Serious Games That Teach Children with Type 1 Diabetes How to Self-Manage: A Systematic Scoping Review.

Authors:  Jannie Nørlev; Katrine Sondrup; Christina Derosche; Ole Hejlesen; Stine Hangaard
Journal:  J Diabetes Sci Technol       Date:  2021-05-22

10.  Gamification in Stress Management Apps: A Critical App Review.

Authors:  Alexandra Hoffmann; Corinna A Christmann; Gabriele Bleser
Journal:  JMIR Serious Games       Date:  2017-06-07       Impact factor: 4.143

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