
How does the practice of gamification aim to enhance user motivation and/or engagement?
What is Gamification?
Originally developed in 2002 by Nick Pelling, gamification is widely known as ‘the use of game design elements in non-game contexts’ (Sailer et al. 2013). It became a more widely used term in the digital world from 2010, following the success of location-based service, Foursquare. Gamification is different to traditional video games with the idea being to use motivational affordances for reasons other than purely entertaining purposes (Sailer et al. 2013). It is being used in a variety of areas including: finance, education, productivity, and news. Gamification is also popular in the field of health and wellness, which is discussed throughout the post in relation to the app, ‘Bloom’.
According to PR Newswire website, the global gamification market is valued at approximately USD 5.5 billion in 2018. This is estimated to grow at a rate of 30.31% over the period 2019-2024. It is believed that the constant growth in the use of smart phones and mobile devices has contributed to this value. Research into gamification has meant there is greater recognition of using this system as a means to alter human behaviour, and increase motivation and engagement.
Why use Gamification?
Gamification has many advantages, both for developers and users.
In the marketing world, gamification can be seen as a more cost-effective method of changing user behaviour. Using human-computer interaction (HCI), every aspect of the user’s engagement is captured and processed (Fuchs et al. 2014, p. 31). This allows users to track their own progress and involvement, as well as providing essential information to developers. This process can be likened to a frequent-flyer program, tracking and revealing customer brand loyalty, and providing incentives and rewards along the way.
People are used to being rewarded with items like money and good grades, and the use of gamification builds on this.It is can often be seen as a more playful and sustainable method to producing desired effects, as it works to increase motivation intrinsically and extrinsically. Although gamification is used for purposes other than entertaining, the element of fun still exists and can be one of the driving forces behind positive behaviour change.
Gamification uses an array of game design elements to help enhance user motivation and engagement. These include points, badges, virtual rewards, challenges, progress trackers, and leaderboards. Using a combination of these elements can help provide users with feelings of competence, autonomy, and social relatedness – all components of the self-determination theory.

Self-determination Theory & Motivation
Self-determination theory shows that not all forms of motivation are equal. It is an essential theory underpinning the use of gamification. According to (Sailer et al. 2013), there are universal psychological needs, that when combined with motivation, can enhance user experience and effect behaviour. There are two types of motivation that gamification can draw on: intrinsic and extrinsic. Classified as the desired motivational state, intrinsic motivation encourages users to execute an action for their own sake. They may choose to do so because it is interesting, exciting, or challenging (Sailer et al. 2013). Extrinsic motivation on the other hand, relies on the use of rewards to get users to perform the desired action.
The game elements used in gamification help retain user motivation. Some ways they do this is by providing:
- immediate positive reinforcements
- visual representations of achievements
- feedback
- clear goals
- virtual status symbols
- social relatedness
Research has shown that the major driving force behind behaviour change, is motivation (Johnson et al. 2016). An example of a gamified phone app that uses both forms of motivation is ‘Bloom’ – a wellbeing app created by influencers Chloe Szep and Molly Jane. Users are motivated to engage with the app through its virtual rewards and ability to track progress. Daily check-ins, music, and choice of design help users develop a greater connection to the app. Through being rewarded, habits are developed and user behaviour can change.

When users sign up to the ‘Bloom’ app, they are granted access to the facebook community, providing them with a sense of social connectedness. According to the facebook group, there are over 7,000 app users, both male and female. When I asked whether the features of the app (e.g. virtual rewards) helped increase motivation and engagement, 86 out of 90 users responded with a yes. This highlights that gamified design elements can have a positive effect on behaviour.
Research by Sailer and others (2013) into the link between motivation and gamification has shown that there are six main perspectives of motivation that can be taken into consideration. These are: the trait perspective, the behaviourist learning perspective, the cognitive perspective, the perspective of self-determination, the perspective of interest, and the perspective of emotion. The video below will further explore these perspective and how they can be linked to the ‘Bloom’ app.
Gamification & Wellbeing
One area that has seen a rise in the use of gamification is the health and wellbeing industry. Like traditional games, gamification can use intrinsic motivation to initiate positive behaviour change. The advancement of mobile and digital technology has made gamified apps more accessible and appealable to the population. It also has the increased benefit of being able to track your data and share relevant information. Gamification apps, like the above mentioned ‘Bloom’, can support all aspects of wellbeing and support the development of positive emotions, relationships, and engagement (Johnson et al. 2016).
In relation to mental health, there is evidence that gamification can have positive effects on wellbeing, personal growth, stress and anxiety (Johnson et al. 2016). They note the following as some reasons why gamification and wellbeing work well together:
- Provides intrinsic motivation for the continuation of increased health and wellbeing behaviours
- Easily accessible by mobile phone
- Different game elements can appeal to a larger audience
- Health gamification can cover a broad range of wellbeing areas
- Faster and more cost-efficient than non-gamification systems
- Can be incorporated into everyday life rather than being an additional activity
- Engaging with gamified apps helps meet basic psychological needs
The reasons mentioned above can be seen in the ‘Bloom’ app and can be factored in to why the app is so popular.
Overall, it is evident that gamification can be effective in positively changing user behaviour, and as a result, the popularity is likely to increase over the next decade.

Sources
Fuchs, M, Fizek, S, Ruffino, P & Schrape, N (eds) 2014, Rethinking Gamification, Meson Press, retrieved 18 May 2020, <https://meson.press/wp-content/uploads/2015/03/9783957960016-rethinking-gamification.pdf>.
Johnson, D, Deterding, S, Kuhn, K, Staneva, A, Stoyanov, S & Hides, L 2016, ‘Gamification for health and wellbeing: A systematic review of the literature’, Science Direct, vol. 6, pp. 89-106, retrieved 16 May 2020, <https://www.sciencedirect.com/science/article/pii/S2214782916300380?via%3Dihub>.
PR Newswire 2019, Global Gamfication Market, 2019-2024 – Mobile-based Gamification is Gaining Momentum, PR Newswire, retrieved 16 May 2020, <https://www.prnewswire.com/news-releases/global-gamification-market-2019-2024—mobile-based-gamification-is-gaining-momentum-300812482.html>.
Sailer, M, Hense, J, Mandl, H & Klevers, M 2013, ‘Psychological Perspectives on Motivation through Gamification’, Interaction Design & Architecture Journal, no. 19, pp. 28-37, retrieved 8 May 2020, Research Gate.
Title picture – ‘Gamification cloud’ by Geoff Simon (CC BY-ND 2.0) https://www.flickr.com/photos/26173922





