Gamification: The Good, The Bad, and the Way Forward
EdTech
Gamification
Research
Summary
This article examines the benefits and risks of gamification, and suggests a path forward for its responsible use. While gamification has gained traction across industries, including education, and workplace productivity, research evidence is divided on its impact. By exploring empirical studies and real-world applications, this article identifies actionable strategies for safely leveraging gamification when appropriate.
Key insights:
Benefits of Gamification: Gamification can improve motivation, learning retention, and user engagement when designed effectively.
Risks and Drawbacks: Poorly implemented gamification can cause negative psychological impacts, reduce intrinsic motivation, and perpetuate societal inequalities.
The Way Forward: A balanced approach that prioritizes an end-goal-first, ethical design, transparency, and research-backed strategies can help you create impactful gamified learning experiences when appropriate.
Introduction
Gamification refers to the application of game-like elements—such as points, leaderboards, and challenges—to non-game contexts. From education apps to corporate training and even healthcare, gamification has emerged as a prominent strategy for fostering engagement and driving outcomes. Its rise in popularity is tied to advancements in behavioral psychology, coupled with the proliferation of digital platforms that make implementing gamified systems easier than ever.
However, gamification’s impact has been debated due to mixed results in empirical research. While some hail it as a transformative tool for engagement and education, critics argue it can lead to unintended consequences, including excessive screen time, addiction, and exaggerated focus on game elements, as opposed to learning itself. This article delves into both perspectives, exploring gamification’s potential, challenges, and future directions.
The Good
Extensive research highlights the positive effects of gamification when applied thoughtfully, particularly in enhancing engagement, motivation, and learning outcomes. By incorporating elements such as rewards, challenges, and progress tracking, gamified learning environments can make educational experiences more immersive. However, the effectiveness of gamification hinges on its alignment with learning goals and its ability to foster intrinsic motivation rather than relying solely on external rewards.
1. Motivation and Productivity Gains
Meta-analyses consistently find a relationship between gamified experiences and motivation, even intrinsic motivation. Games tend to be more enjoyable than other, often more passive forms of instruction, drawing in students more, and often leading to increased attention and thus more productivity. For example, when using Salesforce’s gamified Trailhead platform, marketing students were more engaged and performed better than with more traditional instructional content. When executed with care, gamified experiences can also lead to improved employee motivation.
2. Enhanced Learning
Increased attention and mental engagement often support more effective learning as well. A meta-analysis of 40 experiments found that gamification had a small, but robust positive impact on learning. Game-based learning has also been shown to positively impact learning a hard subject, such as computer science, especially when class size and other elements of the learning environment are carefully considered. However, in order to maximize the gains of gamification and extend its impact, teacher feedback and intentionally linking these experiences to a broader learner journey are key.
3. Behavioral Change
There is also some indication that gamification can positively impact behavior. Apps like Fitbit leverage leaderboards and progress tracking to encourage physical activity, demonstrating how gamification can promote long-term behavioral change. Another experiment found that gamification successfully influenced customer behavior and motivated users to live more sustainably. However, perhaps surprisingly to some, short-term gamified experiences were shown to be more effective for driving behavior change in an educational context than extended exposure to game-based learning.
The Bad
While gamification offers benefits, there are significant challenges and risks. Successful implementations of gamification often require a carefully designed interplay between graphic elements, technology, instructional design, other elements of the learner journey, and appropriate levels of subject matter expertise. This is quite difficult, and usually expensive to get right. Given the complexity of game-based learning, it is hard to objectively study its effectiveness and unintended consequences can sometimes occur, too.
1. Questionable Research Foundations
While many studies conclude that gamified solutions improve learning and are more effective than other instructional methods, it is crucial to take a look at the research methods before reading too much into these results. What do we mean by better learning and how do we operationalize it? Does comparing gamification with traditional teaching methods say anything about the effectiveness of gamified experiences? Or does it simply say that didactic learning is not fit for purpose?
A lot still needs to be done in understanding the real impact of gamification in learning. Unfortunately, many studies have used small sample sizes and worked with flawed methodologies, including extrapolating impact on learning from the results of quizzes administered right after a game. While Duolingo is often touted as the Holy Grail of gamification in educational contexts, it turns out that most research on its efficacy (at least until 2020) focused on design aspects, rather than instruction and relied on biased or weak proxies for learning.
2. Negative Psychological Impacts
While games motivate many people, they can cause anxiety and jealousy in others. Further, when games are imposed, they have also been shown to backfire and cause negative sentiment and disengagement among the workforce.
However, not all games are created equal, and different game elements impact learning and psychological states differently. Leaderboards can be especially harmful, as they can demotivate learners who struggle and can cause severe anxiety in those with low self-esteem. Interestingly, in a behavior change context, competition can also adversely affect the progress of those who have been making steady gains before using a gamified intervention.
3. Accessibility and Inclusivity Concerns
Digital games can be an enabler for users with all kinds of neurodiverse conditions and diverse abilities but it is key to be mindful of accessibility needs and risks, especially in the case of educational games deployed to large audiences. While gamified experiences have been developed specifically for neurodiverse and differently abled users, gamified learning used at schools and the workplace is typically still developed with neurotypical users in mind. Further, recent research shows that engineers developing gamified solutions mean well and often lack awareness of the possible negative impact of gamification.
A lack of inclusivity in educational game design not only causes concern because of inequitable access but may even prove harmful. For example, users living with Autism Spectrum Disorder and Attention Deficit Hyperactivity Disorder are prone to game addiction and may react to certain game elements with heightened anxiety. Many specific game elements can also be problematic such as time-restricted actions or answers, flickering images or lights, or simply the unintended use of abstract or ableist language.
The Way Forward
Much of the inconsistency in research findings stems from the lack of a unified definition and framework for gamification. To ask whether gamification is a good methodology to include in learning programs is similar to asking whether face-to-face lectures are effective. It depends - the question is too broad and the elements that make up games are too complex for us to be able to provide a simple answer. If we want to venture a value assessment, though, we suggest looking at gamification as a tool with great potential whose implementation usually requires awareness and caution.
To harness gamification in learning effectively while avoiding its pitfalls, the following strategies might help:
1. Be aware
Educate yourself about the potential and risks associated with gamification and consider how and under what circumstances you would like to incorporate gamified solutions into your product or learning program. If you look up research, look for meta-analyses instead of individual studies and check how any positive or negative impact was measured, as well as what kind of gamified learning experiences are reported on.
2. Embed gamified solutions into a larger learning journey
Do not expect magic from any single gamified learning experience. Make sure to tie the games you decide on building or using to timely human feedback and other non-digital experiences for enhanced learning outcomes and to better be able to spot signs of anxiety, addiction, or any other adverse effect (when relevant).
3. Foster Intrinsic Motivation
Emphasize meaningful rewards that align with users’ goals rather than relying solely on superficial incentives, such as celebrating completion as opposed to effort or deep thought. Also be wary of the risks and shortcomings of leaderboards, badges, and other typical game elements, and if possible, switch them off if they can harm your learners.
4. Ensure Inclusivity and Accessibility
Design/choose gamified systems that are accessible to users from diverse backgrounds, minimizing disparities in access and mitigating potential risks. While this can sound overwhelming and challenging, simply initiating a dialogue will often go a very long way. Ask your learners for feedback and provide a safe platform where they can openly share any challenges or concerns they may have.
Conclusion
Gamification represents a powerful tool for enhancing engagement, learning, and productivity. However, just as any other tool, or methodology, it can lead to suboptimal results and even harm when not used appropriately. By adopting a balanced and research-driven approach, organizations can unlock the true potential of gamification while safeguarding against its harms. If you are in doubt, discuss your gamification plans with experts outside your team and loop all stakeholders into the design process.
Gamify Your Experiences with Walturn
Are you considering building engaging and impactful gamified solutions? Walturn’s expert team can help you decide whether gamification is the right way forward for your project. Our teams combine cutting-edge research and user-centered design principles to help organizations build gamified experiences that drive meaningful results. Let’s work together to turn your vision into reality.
References
Ahmad, Adnan, et al. “The Impact of Gamification on Learning Outcomes of Computer Science Majors.” ACM Transactions on Computing Education, vol. 20, no. 2, 30 June 2020, pp. 1–25, https://doi.org/10.1145/3383456.
Almeida, Cláuvin, et al. “Negative Effects of Gamification in Education Software: Systematic Mapping and Practitioner Perceptions.” Information and Software Technology, vol. 156, Apr. 2023, p. 107142, https://doi.org/10.1016/j.infsof.2022.107142.
Ansar, Mifzala, and Ginu George. “Gamification in Education and Its Impact on Student Motivation—a Critical Review.” Emerging IT/ICT and AI Technologies Affecting Society, edited by Chaurasia, Mousmi Ajay and ChiaFeng Juang, Singapore, Springer Nature Singapore, 2023, pp. 161–170, doi.org/10.1007/9789811929403_11.
Bai, Shurui, et al. “Does Gamification Improve Student Learning Outcome? Evidence from a Meta-Analysis and Synthesis of Qualitative Data in Educational Contexts.” Educational Research Review, vol. 30, June 2020, p. 100322, https://doi.org/10.1016/j.edurev.2020.100322.
Bassanelli, Simone, et al. “Gamification for Behavior Change: A Scientometric Review.” Acta Psychologica, vol. 228, Aug. 2022, p. 103657, https://doi.org/10.1016/j.actpsy.2022.103657.
Cairns, Paul, et al. “Enabled Players: The Value of Accessible Digital Games.” Games and Culture, vol. 16, no. 2, 23 Dec. 2019, p. 155541201989387, https://doi.org/10.1177/1555412019893877.
Camilleri, Adrian R., and Ananta Neelim. “How Gamification Can Boost Employee Engagement.” Harvard Business Review, 28 Mar. 2024, hbr.org/2024/03/how-gamification-can-boost-employee-engagement.
Cezarotto, Matheus, et al. Developing Inclusive Games: Design Frameworks for Accessibility and Diversity. Www.intechopen.com, IntechOpen, 6 Nov. 2022, www.intechopen.com/chapters/84661.
Coutelle, Romain, et al. “Autism Spectrum Disorder and Video Games: Restricted Interests or Addiction?” International Journal of Mental Health and Addiction, 8 Mar. 2021, https://doi.org/10.1007/s11469-021-00511-4.
Ellis, Katie, et al. Gaming Disability. Taylor & Francis, 30 Dec. 2022.
Hammedi, Wafa, et al. “Uncovering the Dark Side of Gamification at Work: Impacts on Engagement and Well-Being.” Journal of Business Research, vol. 122, no. 122, Jan. 2021, pp. 256–269, https://doi.org/10.1016/j.jbusres.2020.08.032.
Huang, Rui, et al. “The Impact of Gamification in Educational Settings on Student Learning Outcomes: A Meta-Analysis.” Educational Technology Research and Development, vol. 68, no. 4, 20 July 2020, pp. 1875–1901, https://doi.org/10.1007/s11423-020-09807-z.
Humphrey, William, et al. “The Use and Value of Badges: Leveraging Salesforce Trailhead Badges for Marketing Technology Education.” Journal of Marketing Education, 25 Mar. 2020, p. 027347532091231, https://doi.org/10.1177/0273475320912319.
Hydari, Muhammad Zia, et al. “Health Wearables, Gamification, and Healthful Activity.” Management Science, vol. 69, no. 7, 19 Dec. 2022, https://doi.org/10.1287/mnsc.2022.4581.
Kim, Jihoon, and Darla M. Castelli. “Effects of Gamification on Behavioral Change in Education: A Meta-Analysis.” International Journal of Environmental Research and Public Health, vol. 18, no. 7, 29 Mar. 2021, p. 3550, https://doi.org/10.3390/ijerph18073550.
Mulcahy, Rory Francis, et al. ““Game On!” Pushing Consumer Buttons to Change Sustainable Behavior: A Gamification Field Study.” European Journal of Marketing, vol. ahead-of-print, no. ahead-of-print, 18 June 2021, https://doi.org/10.1108/ejm-05-2020-0341.
Sailer, Michael, and Lisa Homner. “The Gamification of Learning: A Meta-Analysis.” Educational Psychology Review, vol. 32, no. 1, 15 Aug. 2019, pp. 77–112, link.springer.com/article/10.1007/S10648-019-09498-W, https://doi.org/10.1007/s10648-019-09498-w.
Toda, Armando M., et al. “The Dark Side of Gamification: An Overview of Negative Effects of Gamification in Education.” Communications in Computer and Information Science, vol. 832, 2018, pp. 143–156, https://doi.org/10.1007/978-3-319-97934-2_9.
Xu, Joy, et al. “Psychological Interventions of Virtual Gamification within Academic Intrinsic Motivation: A Systematic Review.” Journal of Affective Disorders, vol. 293, Oct. 2021, pp. 444–465, https://doi.org/10.1016/j.jad.2021.06.070.
Zhihao, Zhou, and Yu Zhonggen. “The Impact of Gamification on the Time-Limited Writing Performance of English Majors.” Education Research International, vol. 2022, 11 May 2022, pp. 1–11, https://doi.org/10.1155/2022/4650166.