1. Introduction
Innovative Gamification (IG) refers to incorporating game-like elements and mechanics into non-game contexts to engage audiences, solve problems, and promote desired behaviors or outcomes. It has been defined in various ways, such as using game thinking and mechanics (Zichermann, 2010; Hellín et al., 2023), applying game design elements in non-game contexts (Deterding et al., 2011), and deriving fun and engaging elements from games for productive activities (Chou, 2015). In educational settings, IG is described as employing game-based mechanics, aesthetics, and game thinking to engage people, motivate action, and facilitate learning (Knutas et al., 2019; Kapp, 2012). Chou (2015) distinguishes between explicit and implicit IG. Explicit IG incorporates overtly game-like applications (e.g., McDonald's Monopoly Game, Foldit), while implicit IG subtly integrates game components and strategies into the user experience (e.g., LinkedIn's progress bar). IG approaches have been utilized across various domains, such as education, health/fitness, crowdsourcing, software development, business, marketing, and entertainment (Koivisto & Hamari, 2019; Kashive & Phanshikar, 2023). Examples include Khan Academy's points and badges for learning activities, Domino's Pizza's game app for building pizzas (leading to a 30% sales increase), Nike's gamified feedback for motivating fitness goals, Samsung's gamified system for increasing consumer engagement, and Foldit players solving a long-standing AIDS protein challenge in just 10 days. These instances demonstrate the effective use of IG strategies across different contexts (Sun et al., 2018; Chou, 2015; McGonigal, 2011).
Innovative Gamification (IG) techniques aim to promote psychological outcomes such as enhanced motivation and engagement in users through their voluntary interaction with the system and its affordances, ultimately shaping their behaviors (Koivisto & Hamari, 2019). Despite mobile applications becoming an integral part of daily life, empirical research on how IG strategies influence user engagement with mobile apps remains limited, with a few exceptions (Cechetti et al., 2019; Featherstone & Habgood, 2019; Kamboj et al., 2020). Recent studies have called for a better understanding of the antecedents and implications of interaction with mobile applications (Fang et al., 2017; Ho & Chung, 2020).
The existing literature has limitations. Many studies treat gamification merely as a research context (Kamboj et al., 2020) without establishing connections to established theories that could explain the motivational processes driven by individual elements of IG techniques (Suh et al., 2018). Furthermore, most studies examine a narrow set of game elements (e.g., competition and leaderboards in Featherstone & Habgood, 2019; scoring systems, progress bars, levels, leaderboards, and feedback in Cechetti et al., 2019) and do not measure users' interactions with individual game elements, as advocated in the literature (Xi & Hamari, 2020). Finally, most research models utilize user engagement as the dependent variable.
There is a need to gain deeper insights into the processes through which innovative gamification (IG) strategies can enhance user engagement in the context of mobile apps, and how such engagement can lead to positive outcomes. Addressing these gaps, the current study draws upon the self-system model of motivational development (SSMMD; Connell & Wellborn, 1991) to explore how new gamification methods may drive user involvement with mobile apps and yield positive marketing results. Specifically, the paper proposes a model to examine how three categories of game elements incorporated in mobile gamified apps (achievement and progression-oriented, social-oriented, and immersion-oriented) contribute to fulfilling individuals' psychological needs for competence, autonomy, and relatedness, and subsequently, how these psychological needs affect user engagement with mobile applications. Additionally, it examines the effect of user engagement on individuals' intentions for continued use, word-of-mouth (WOM) intentions, and app ratings.
This study contributes to both theory and practice in several ways. Firstly, it offers important insights into the user engagement literature, addressing a gap where research on interaction with mobile applications and its outcomes is still nascent. While previous studies have primarily focused on identifying specific app aspects or features that promote user engagement, few have studied the effect of gamification. Therefore, this study advances previous research by studying gamified mobile apps and exploring how different types of game features could enhance user engagement. Secondly, earlier research has often relied on performance metrics to assess user engagement, but these measures do not fully explain user behavior. This study addresses this gap by delving into the role of distinct game elements and shedding light on their effects. Finally, this study addresses methodological shortcomings found in past studies, such as small sample sizes and invalidated measures, by applying rigorous empirical methods.
The focus of this study is on user engagement, defined as "a quality of user experience characterized by the depth of an actor's cognitive, temporal, affective, and behavioral investment when interacting with a digital system" (O'Brien et al., 2018). It aims to examine the role of innovative gamification (IG) strategies in encouraging students to engage in the learning process and identify the key factors that contribute to the success of these strategies in improving students' desire to learn. By developing and quantitatively validating a research model to explain the factors affecting students' desire to learn using new gamification tactics, this study makes a significant contribution to the existing body of knowledge. The latter part of the paper presents relevant literature, followed by the development of hypotheses to address the research question, and subsequently, the analysis and discussion of the results. Finally, practical implications and concluding remarks are provided.
2.0. Theoretical Background and Literature Review2.1. Theoretical Background-The Self-System Model of Motivational Development (SSMMD)
The self-system model of motivational development (SSMMD) (Connell, 1990; Connell & Wellborn, 1991; Skinner et al., 2008) is a theoretical framework that originated from self-determination theory (SDT; Deci, 1975; Deci & Ryan, 1985). It explains how social contextual factors impact individuals' self-system processes, consequently either promoting or undermining their engagement. The SSMMD posits that when individuals experience satisfaction with their autonomy, competence, and relatedness needs, they are more likely to exhibit intrinsic motivation, which is crucial for sustained engagement and well-being. In line with this theory, our study reveals that satisfying users' needs for autonomy and relatedness predicted higher user satisfaction and continued usage intentions, underscoring the importance of these needs for fostering enjoyable, self-motivated, and persistent user engagement. According to the SSMMD, individuals possess three fundamental psychological needs: competence, autonomy, and relatedness (also central to SDT). Competence refers to one's belief in one's ability to perform an activity successfully and achieve a specific goal (White, 1959). Autonomy involves the capacity for behavioral choice (Connell, 1990; de Charms, 1968), while relatedness entails the sense of connection with others (Baumeister & Leary, 1995). Self-system processes revolve around these psychological needs (Connell, 1990; Connell & Wellborn, 1991), with engagement occurring when these needs are met, and disenfranchisement when they are not fulfilled (Connell & Wellborn, 1991). By incorporating varied social, immersive, and achievement components, designers can create a need-supportive environment that holistically addresses users' psychological requirements, as suggested by the SSMMD. This approach can enhance users' intrinsic motivation and lead to sustained engagement across gamified systems and domains.