Qualitative Analysis of the Impacts of Gamified Learning on Motivation in an Organizational Context

Gamification is a relatively novel trend that is characterized by the use of game design elements in non-game contexts such as health and fitness, education, enterprise processes or global good. This is often reduced to the use of feedback patterns such as points, badges and leaderboards (the so-called gamification “blueprint”). However, gamification can (and should) also make use of more elaborate elements such as game design patterns, mechanics, principles, heuristics, models and methods. For a general introduction into the topic, please read “From Game Design Elements to Gamefulness – Defining Gamification” by Deterding et al. Being an emerging topic, there are still many open questions about gamification, and conversely, little consensus about its exact definition, scope, application scenarios, etc. In addition, there is presently a striking lack of research in the Information Systems discipline that discusses gamification as a valuable tool for addressing problems in this domain. If you are interested in this general area, please do not hesitate to contact us so that we can determine a concrete topic together.