Trends on Gamification Mechanics in the Business World
DiBernardo, Garen (2018)
DiBernardo, Garen
2018
All rights reserved. This publication is copyrighted. You may download, display and print it for Your own personal use. Commercial use is prohibited.
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2019051610105
https://urn.fi/URN:NBN:fi:amk-2019051610105
Tiivistelmä
This thesis is about gamification and the effective methods that one should use when trying to implement a gamified system. Gamification can be defined as the act of applying game based mechanics to non game systems. This thesis contains two distinct research questions: What are the most effective methods of gamification? - what are the risks associated with those methods? These questions were answered in a meta-analysis, whereby a number of articles were collected and cultivated for data. Some articles were in favour of gamification, and proposed the benefits of a successfully implemented system, while others talked about the risks if it is not implemented correctly. The majority of the articles conformed to the Finnish publication scheme of academic publications.
The results of the study were that points, leaderboards, and some form of in-game rewards are recommended, as these are the most common and easiest to implement. These three gamified mechanics also have their own benefits besides being just easy to implement. However, their risks are that leaderboards can cause anxiety and frustration for some, in game rewards have an ethical issue of replacing salary bonuses or promotions, and that points can be abused or lead to a mismanagement of user motivation. Future work should be done on how best to implement these systems to reduce the risks.
The results of the study were that points, leaderboards, and some form of in-game rewards are recommended, as these are the most common and easiest to implement. These three gamified mechanics also have their own benefits besides being just easy to implement. However, their risks are that leaderboards can cause anxiety and frustration for some, in game rewards have an ethical issue of replacing salary bonuses or promotions, and that points can be abused or lead to a mismanagement of user motivation. Future work should be done on how best to implement these systems to reduce the risks.