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.
2.2. Hypothesis Development
2.2.1. Motivation Stimuli (Social Element, Personal Traits, Achievement/ Success Metrics, Immersion Elements) and Psychological Outcomes (Competence, Autonomy, Relatedness)
Drawing from the SSMMD and following Koivisto and Hamari's (2019) conceptualization of gamification, the research model posits that motivational features within gamified systems (e.g., achievement and progression-oriented elements, personal and social-oriented elements, and immersion-oriented elements) lead to psychological outcomes like competence, autonomy, and relatedness satisfaction, as well as user engagement and other behavioral outcomes. For instance, achievement and progression-oriented features, such as badges, points, and leaderboards, evoke feelings of competence among users (Hassan et al., 2020; Peng et al., 2012; Sailer et al., 2017; van Roy & Zaman, 2019; Wee & Choong, 2019; Xi & Hamari, 2019). Motivational cues like social components and personal attributes impact students' desires for competence, autonomy, and relatedness (Khosa & Burch, 2023; Collie, R. J, 2020). The flipped classroom method satisfies students' need for relatedness by enhancing interaction opportunities, and fostering competency (Wang et al., 2019). Providing support for autonomy, competence, and relatedness in an online learning environment improves cognitive outcomes and reduces motivation (Wang et al., 2019; Tian et al., 2022). Autonomous motivation positively influences perceptions of autonomy, competence, and relatedness, impacting social and emotional development. Students' psychological needs relate positively to autonomous motivation and negatively to controlled motivation. Teachers' encouragement of student autonomy and perceptions of academic ability significantly affect reading success. Additionally, when users create characters or avatars in gamified systems, generating feelings of social relatedness (Sailer et al., 2017).
Based on the arguments above, we propose:
H1 : The user’s interaction with social-oriented elements (SE) in the app helps to satisfy his/her needs for (a) competence (CPT), (b) autonomy (AoK), and (c) relatedness (RTD)
H2
: The Personal traits (PT) elements in the app help to satisfy his/her needs for (a) competence (CPT), (b) autonomy (AoK), and (c) relatedness (RTD)
H3 : The user’s interaction with achievement and progression-oriented elements (ASM) in the app helps to satisfy his/her needs for (a) competence (CPT), (b) autonomy (AoK), and (c) relatedness (RTD)
H4 : The user’s interaction with immersion-oriented elements (IE) in the app helps to satisfy his/her needs for (a) competence (CPT), (b) autonomy (AoK), and (c) relatedness (RTD)
2.2.2. Gamification Elements, Psychological Outcomes, and Long-Term Engagement
Competence, autonomy, and relatedness significantly influence sustained user engagement (Borah et al., 2021; Saleem et al., 2022). This connection between individuals' self-system processes and engagement has been evidenced across various contexts. For example, students' perceptions of competence, autonomy, and relatedness have been linked to cognitive outcomes (Baah et al., 2023; Kashive & Phanshikar, 2023; Samah et al., 2022). Similarly, research on work engagement (Kovjanic et al., 2013; Schreurs et al., 2014) suggests that meeting these needs leads to greater engagement and reduced intention to leave activities. Experiences that fulfill these psychological needs are associated with increased academic engagement and well-being (Martin et al., 2018). Self-determination theory posits that these needs are crucial for individuals' interpretation and meaning-making of experiences. Life narratives, aiding in identity development, express the need for competence and relatedness. In the design of massive open online courses (MOOCs), addressing these psychological needs is vital for fostering intrinsic motivation, enhancing engagement, and improving participant retention. Utilizing a design framework based on self-determination theory in a MOOC led to increased engagement and intrinsic motivation among learners. Furthermore, Suh et al. (2018) found that gamified information systems meeting users' psychological needs effectively engage users by offering hedonic value. Hence, we hypothesize that motivational stimuli, such as innovative gamification (IG) strategies, may induce psychological effects like engagement, subsequently leading to behavioral outcomes (Koivisto & Hamari, 2019). Wearable Activity Trackers (WATs) also possess tangible elements that may support behavioral outcomes, as users perceive them in relation to their health goals (Wasserman et al., 2019). Organizational ICTs with visibility and persistence affordances may influence subjective stress and additional work behaviors (Van Zoonen et al., 2022). Moreover, perceived control and task value may predict behavioral engagement and disaffection, impacting academic performance (Antônio Paz González et al., 2015). Emotional engagement with school has been found to causally relate to youth behavioral and psychological outcomes, although this association may diminish as youth age (Markowitz, 2017). Similarly, Puig et al. (2023) observed that within a brand community, engagement predicts continued intention to participate in the community.
Taking these arguments into account, we hypothesize that:
H5 : The satisfaction of the need for competence has a positive impact on (a) long-term continued user intention and (b) user satisfaction
H6 : The satisfaction of the need for autonomy has a positive impact on (a) long-term continued user intention and (b) user satisfaction
H7 : The satisfaction of the need for relatedness has a positive impact on (a) long-term continued user intention and (b) user satisfaction
Figure 1.
conceptual framework of the study.
Figure 1.
conceptual framework of the study.