| Literature DB >> 28362821 |
Jemma Looyestyn1, Jocelyn Kernot1, Kobie Boshoff1, Jillian Ryan2, Sarah Edney2, Carol Maher2.
Abstract
BACKGROUND: Engagement in online programs is difficult to maintain. Gamification is the recent trend that offers to increase engagement through the inclusion of game-like features like points and badges, in non-game contexts. This review will answer the following question, 'Are gamification strategies effective in increasing engagement in online programs?'Entities:
Mesh:
Year: 2017 PMID: 28362821 PMCID: PMC5376078 DOI: 10.1371/journal.pone.0173403
Source DB: PubMed Journal: PLoS One ISSN: 1932-6203 Impact factor: 3.240
Fig 1Adapted PRISMA [18] flowchart indicating flow of studies throughout the review process.
Summary of study characteristics.
| Study | Aim | Design/ participants/ setting | Intervention | Gamification features used | Outcome measures |
|---|---|---|---|---|---|
| Allam et al. [ | To determine the effects of gamification and social support in an educational website on physical activity, health care utilisation and correct medication use. | Points | Physical activity (Exercise Behaviours Scale) | ||
| b) information website plus online social support, | Badges | Health care utilisation (Health Care Utilization Scale) | |||
| c) information website plus gamification features, | Reward | Prescription medication overuse (Prescription Opioid Misuse Index) | |||
| d) information website, social support and gamification and | Leader board | ||||
| e) control group—usual care. | |||||
| Cechanowicz et al. [ | To determine the effects of gamification on respondent motivation through three different types of market research surveys. | Theme | Number of questions completed | ||
| b) partial gamification survey design and | Reward | ||||
| c) full gamification survey design. | Challenge | ||||
| Progress elements | Number of correct answers | ||||
| Denny [ | To determine the effects of badges on student achievement and engagement in an online learning tool. | Badges | Number of questions authored | ||
| b) educational website without badges. | Number of questions answered | ||||
| Number of days spent on learning tool | |||||
| Downes-Le Guin et al. [ | To determine the effects of gamification, decoratively visual (images and colour), functionally visual (flashing objects) and text only online survey designs on engagement. | Themes | Survey completion rate | ||
| b) functionally visual survey, | |||||
| c) decoratively visual survey and | |||||
| d) text only survey | Rewards | ||||
| Avatar | |||||
| Hamari [ | To determine the effects of badges on user activity in an online sharing economy service. | Badges | Number of trade proposals | ||
| b) same website without badges | Number of accepted transactions | ||||
| Number of comments posted | |||||
| Number of page views | |||||
| Hamari [ | To determine the effect of badges on user retention, usage activity and social interaction in an online trading service. | Badges | Number of trade proposals | ||
| b) social comparison component, | Number of accepted transactions | ||||
| c) clear goal component and | Number of comments posted | ||||
| d) both social comparison and clear goal components | Social comparison (leader board) | Number of page views | |||
| Goals | |||||
| Harms et al. [ | To determine the effect of badges on user experience and response behaviour for an online survey. | Badges | Time spent in survey | ||
| b) control- conventional survey | |||||
| Completion of survey | |||||
| Jang et al. [ | To determine the effects of gamification on learning in a web-based learning environment. | Points | Time taken to complete quizzes | ||
| b) gamified system with time pressure and | Levels | ||||
| c) control- only learning content and quizzes (no gamification) | Avatar | ||||
| Challenges | Number of completed quizzes | ||||
| Accuracy of quizzes | |||||
| Juzwin et al. [ | To determine the effects of gamification on engagement with an online evaluation platform. | Quests | Accuracy of web page ratings | ||
| b) same method with bets and | |||||
| c) same method with quests, bets and quizzes. | |||||
| Bets | |||||
| Quizzes | |||||
| Krause et al. [ | To determine the effects of gamification on retention and learning achievement on a Massive Open Online Course (MOOC). | Achievements | Number of videos watched | ||
| b) gamified version with social elements and | Badges | ||||
| c) control- access to MOOC with no gamification. | Points | ||||
| Leader board | Test performance (Exam) | ||||
| Challenge | |||||
| Avatars | |||||
| Quiz accuracy | |||||
| Landers [ | To determine the effects of gamification on engagement and academic outcomes in an online psychology course. | Leader board | Number of edits made to website | ||
| b) non-gamified educational website | |||||
| Mekler et al. [ | To determine the effects of points, leader boards and levels on user behaviour in an online image annotation task. | Points | Number of tags generated | ||
| b) access to points, | |||||
| c) access to levels and | |||||
| d) access to leader boards | Leader boards | ||||
| Levels | |||||
| Mekler et al. [ | To determine the effects of points and meaningful framing (providing meaning to tasks) on user performance and motivation. | Points | Number of tags generated | ||
| b) meaningful framing only and | |||||
| c) access to both points and meaningful framing, | |||||
| d) control- no points or meaningful framing | |||||
| Monterrat et al. [ | To determine the effects of gamification features that match users’ profiles on engagement with an educational website. | Leader board | Time spent on the platform | ||
| b) educational website with two gamification features that ‘worst’ matched profiles | Reward | ||||
| Feedback | |||||
| Progress elements | |||||
| Challenge | |||||
| Morschheuser et al. [ | To determine the effects of gamification on engagement with a corporate educational intranet. | Points | Time spent | ||
| b) educational materials without gamification. | |||||
| Leader boards | Number of articles read | ||||
| Number of questions answered | |||||
Risk of bias scores for the included studies.
To aid in interpretability, 0 = criteria not satisfied, 0.5 = criteria partially satisfied and 1 = criteria completely satisfied.
| Criteria | Item | Allam et al. [ | Cechanowicz et al. [ | Denny [ | Downes-Le Guin et al. [ | Hamari [ | Hamari [ | Harms et al. [ | Jang et al. [ | Juzwin et al. [ | Krause et al. [ | Landers [ | Mekler et al. [ | Mekler et al. [ | Monterrat et al. [ | Morschheuser et al. [ |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Title & abstract | 1 | 1 | 0.5 | 0.5 | 0.5 | 0.5 | 1 | 0 | 0 | 0.5 | 0.5 | 0.5 | 0 | 0 | 0 | 0.5 |
| Background | 2 | 0.5 | 0.5 | 0.5 | 0.5 | 1 | 1 | 0.5 | 0 | 0.5 | 0.5 | 1 | 1 | 1 | 1 | 0.5 |
| Participants | 3 | 1 | 0.5 | 1 | 1 | 1 | 1r | 1 | 0.5 | 0.5 | 1 | 1 | 0.5 | 0 | 0 | 0.5 |
| Interventions | 4 | 0.5 | 1 | 1 | 0.5 | 0.5 | 0.5 | 0.5 | 0.5 | 0.5 | 0.5 | 0.5 | 1 | 0.5 | 0.5 | 0.5 |
| Objectives | 5 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 0 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
| Outcomes | 6 | 1 | 0.5 | 1 | 0.5 | 1 | 1 | 1 | 0 | 0.5 | 1 | 1 | 0.5 | 0 | 0 | 0.5 |
| Sample size | 7 | 0.5 | 1 | 1 | 1 | 1 | 0.5 | 0 | 0 | 0.5 | 0.5 | 0.5 | 0.5 | 0 | 0 | 0 |
| Assignment method | 8 | 1 | 0.5 | 1 | 1 | 1 | 1 | 1 | 0.5 | 1 | 1 | 1 | 1 | 1 | 0 | 0.5 |
| Blinding | 9 | 0.5 | 0 | 0 | 0 | 0 | 0.5 | 0.5 | 0.5 | 0 | 0.5 | 0.5 | 0.5 | 0.5 | 0.5 | 0.5 |
| Unit of analysis | 10 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 0.5 | 1 |
| Statistical methods | 11 | 1 | 0.5 | 0.5 | 0.5 | 0.5 | 0.5 | 0.5 | 0.5 | 0.5 | 0.5 | 0.5 | 0.5 | 0.5 | 0 | 0.5 |
| Participant flow | 12 | 0.5 | 0.5 | 0.5 | 0.5 | 0.5 | 1 | 1 | 0.5 | 0.5 | 0.5 | 0.5 | 0 | 0 | 0 | 0.5 |
| Recruitment | 13 | 1 | 0 | 1 | 1 | 1 | 1 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| Baseline data | 14 | 0.5 | 0.5 | 0 | 0.5 | 0 | 0 | 0.5 | 0 | 0 | 0.5 | 0.5 | 0 | 0 | 0 | 0.5 |
| Baseline equivalence | 15 | 1 | 0 | 0 | 0.5 | 0 | 0 | 0.5 | 0 | 0 | 0.5 | 0.5 | 0 | 0 | 0 | 0 |
| Numbers analysed | 16 | 1 | 0.5 | 0.5 | 0.5 | 1 | 0.5 | 1 | 1 | 0.5 | 0.5 | 0 | 0 | 0 | 0 | 0 |
| Outcomes & estimation | 17 | 0.5 | 0.5 | 0.5 | 0.5 | 0.5 | 0.5 | 0.5 | 0.5 | 0.5 | 0.5 | 0.5 | 0.5 | 0.5 | 0.5 | 0.5 |
| Ancillary analyses | 18 | 1 | 1 | 0 | 0 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 0 | 0 | 0 | 1 |
| Adverse events | 19 | 0 | 0 | 0 | 1 | 0 | 0 | 0 | 0 | 0 | 1 | 0 | 0 | 0 | 0 | 0 |
| Interpretation | 20 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 0.5 | 0 | 0.5 | 1 | 1 | 1 | 0 | 0.5 |
| Generalisability | 21 | 1 | 0 | 1 | 0 | 1 | 1 | 1 | 0 | 0 | 1 | 1 | 0 | 0 | 0 | 0 |
| Overall evidence | 22 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 0 | 0 | 0 | 1 | 1 | 1 | 1 | 1 |
| 17.5 | 12 | 14 | 14 | 15.5 | 16 | 15.5 | 7 | 9 | 14 | 14.5 | 10 | 8 | 5 | 10 |
Fig 2Forest plot summarising the effects of gamification on engagement and downstream behaviours.
To aid interpretability, the direction of the effects is presented such that positive effects support the hypothesised effect of gamification (i.e. positive effects suggest positive impact of gamification, while negative effects suggest detrimental impact). The whiskers denote 95% confidence intervals. Where the whiskers cross zero, there is no significant effect. The unfilled circles indicate studies where both the intervention and comparison conditions included gamification.