GATUGU: Six Perspectives of Evaluation of Gamified Systems
Abstract
:1. Introduction
2. Methods of Evaluation of Gamified Systems
- Success metrics consist of defining a set of goals at design time and verifying them after the system has been in production for a while. Dal Sasso et al. only provide two exemplary metrics (number of new users in the last month, average activity increase per user).
- Analytics consist of measuring the number of active users and calculating the ratio of Daily Active Users (DAU, the number of unique users that interact with the software during a day) to Monthly Active Users (MAU, the average number of unique users that interacted with the software in the previous 30 days) to observe the trend of usage of the software in any given moment.
- Conflicts consist of listing and prioritizing the conflicts between gamification elements and other elements of the information system to identify gamification elements that should be pulled out of the environment.
- Jen ratio consists of computing the ratio of total positive interactions among users (e.g., virtual gifts and acknowledgments) over the total negative interactions (e.g., misbehavior and rude comments) in a given period of time and context to assess how positive the attitude of the users is.
- Survey consists of surveying selected users of all expertise levels to quantify how the use of gamification impacted the activity of the users and if it brought actual benefits.
- (Step 7) Identification of any gamification-related problems using heuristic evaluation;
- (Step 8) Evaluation of the software design as both a tool (considering aspects such as utility, usability, and user experience) and game (measuring the fun and enjoyment of players by playtesting, as well as checking if the gamification experience is having the desired effect (with regard to, e.g., concentration, user enjoyment, perceived control, user challenge, perceived usefulness, and perceived ease of use) using field experiments that compare a gamified application to a non-gamified application;
- (Step 9) Balancing the tool and the game, using working prototypes to identify any issues.
3. A Comprehensive Approach to Evaluation of Gamified Systems: GATUGU
3.1. Approach
- Having available measurement tools, preferably validated;
- Being able to provide valuable information to stakeholders, which is easy to interpret by them (e.g., Valence lacks this trait);
- Ensuring clearly distinct character of dimensions included in a single perspective (for instance, the combination of Learning, Learning Gain, and Learning Achievement lacks this trait);
- For the sake of wider interpretability and applicability, we preferred more general dimensions over more specialized ones (e.g., we have included Engagement yet not Flow, which is a state of high engagement).
3.2. Selection of Evaluation Perspectives and Dimensions
- Brian Burke: “the use of game mechanics and experience design to digitally engage and motivate people to achieve their goals”;
- Mark Schreiber: “use of game elements to increase engagement and make life and work more fun”.
3.3. Collecting Aggregate Measurements for Respective Dimensions
- i is the measured component item;
- is the set of responses measuring component item i;
- is the maximum response value (i.e., 5 for a 5-point Likert scale, and 7 for a 7-point Likert scale);
- x is a single response (provided as an integer between 1 and );
- is the value of response x adjusted for reverse coding (see below).
- d is the measured dimension;
- is the set of items of which the measure of d is composed.
- If the aggregate measure is a positive number, it indicates the prevalence of positive evaluation of a given dimension;
- If the aggregate measure is a negative number, it indicates the prevalence of negative evaluation of a given dimension;
- If the aggregate measure is zero, it indicates a balance between a positive and negative evaluation of a given dimension.
4. GATUGU Components
4.1. Evaluating General Effects of Gamification
4.1.1. Motivation
4.1.2. Engagement
4.1.3. Fun
4.2. Evaluating Area-Specific Effects of Gamification
4.2.1. Learning
- is the set of questions relevant to the subject of learning;
- U is the set of users whose knowledge improvement is measured;
- is the number of correct answers to the questions provided by user u at the beginning of the period under evaluation;
- is the number of correct answers to the questions provided by user u at the end of the period under evaluation.
4.2.2. Work Performance
- denotes the given job results of a user or a group of users, measured by the number of produced items or provided services, or the combined value of produced items/provided services, if the items are of notably different value,
- t denotes the time spent on the given job by this user or this group of users.
4.2.3. Sales Revenue
4.2.4. Social Relations
- U is the set of users whose social activity is measured;
- is the number of social interactions of user u in the considered time period;
- t is the length of the considered time period.
4.2.5. Stress Reduction
- is the perceived stress of user u measured at the beginning of the period under evaluation;
- is the perceived stress of user u measured at the end of the period under evaluation.
4.3. Evaluating Technical Quality of Gamified Systems
4.3.1. Performance
- is the number of processed gamification rules;
- t is the total processing time of the gamification rules in seconds.
Item | Statement | Subscale |
---|---|---|
1 | You feel that too many demands are being made on you | Harrassment |
2 | You find yourself in situations of conflict | |
3 | You are under pressure from other people | |
4 | You feel criticized or judged | |
5 | You have too many things to do | Overload |
6 | You have too many decisions to make | |
7 | You feel loaded down with responsibility | |
8 | You have enough time for yourself (R) | |
9 | You are irritable or grouchy | Irritability |
10 | You feel calm (R) | |
11 | You feel lonely or isolated | Lack of joy |
12 | You feel you are doing things you really like (R) | |
13 | You feel you are in a hurry | |
14 | You feel safe and protected (R) | |
15 | You enjoy yourself (R) | |
16 | You feel you are doing things because you have to | |
17 | You are lighthearted (R) | |
18 | You feel rested (R) | Fatigue |
19 | You feel tired | |
20 | You are full of energy (R) | |
21 | Your problems seem to be piling up | |
22 | You fear you may not manage to attain your goals | Worries |
23 | You have many worries | |
24 | You feel discouraged | |
25 | You are afraid for the future | |
26 | You feel under pressure from deadlines | |
27 | You feel frustrated | Tension |
28 | You feel tense | |
29 | You feel mentally exhausted | |
30 | You have trouble relaxing |
4.3.2. Reliability
- is the part of the analyzed time span in which the system was available for users;
- is the number of failures of the evaluated system that happened during the analyzed time span.
4.3.3. Availability
- is the part of the analyzed time span in which the system was available for users;
- is the part of the analyzed time span in which the system was not available [84] (p. 175).
4.3.4. Scalability
- is the time spent processing a low number of concurrently triggered gamification rules (provided in ),
- is the time spent processing a high number of concurrently triggered gamification rules (provided in ),
- .
4.4. Evaluating Use of Gamified Systems
4.4.1. Adoption Rate
4.4.2. Frequency of Use
4.4.3. Session Length
- is the total time spent by the users in the system during the analyzed time span;
- is the number of times users logged in to the system during the analyzed time span.
4.4.4. Continued Use Intention
4.4.5. User Retention
- is the number of new users who registered during the analyzed period;
- is the number of new users who used the system at least once after the initial logging in during the same analyzed period.
4.5. Evaluating Gamefulness of Gamified Systems
4.5.1. Visual Attractiveness
4.5.2. Challenge
4.5.3. Balance
4.5.4. Immersion
4.6. Evaluating User Experience of Gamified Systems
4.6.1. Ease of Use
4.6.2. Usefulness
5. Relevance of Respective Evaluation Perspectives to Popular Types of Gamified Systems
6. Measures Selected for Evaluation in the Opinion of Gamification Practitioners
7. Discussion and Conclusions
- Suggesting evaluation perspectives relevant to gamified systems;
- Identifying several dimensions that could be measured in each perspective;
- Recommending one measurement tool for each dimension, so that the reported results conforming to GATUGU could be easily compared across sources.
Author Contributions
Funding
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
- Ouellette, M. Examining the Evolution of Gaming and Its Impact on Social, Cultural, and Political Perspectives; A Volume in the Advances in Human and Social Aspects of Technology (AHSAT) Book Series; IGI Global: Hershey, PA, USA, 2016; pp. 95–122. [Google Scholar]
- Andrade, F.R.; Mizoguchi, R.; Isotani, S. The Bright and Dark Sides of Gamification. In Proceedings of the 13th International Conference on Intelligent Tutoring Systems, Zagreb, Croatia, 7–10 June 2016; Springer: Berlin/Heidelberg, Germany, 2016; Volume 9684, pp. 176–186. [Google Scholar] [CrossRef]
- Queirós, R.; Pinto, M. The Dangers of Gamification. In Proceedings of the Advanced Research in Technologies, Information, Innovation and Sustainability; Guarda, T., Portela, F., Augusto, M.F., Eds.; Springer Nature: Cham, Switzerland, 2022; pp. 151–162. [Google Scholar]
- Crawford, C. The Art of Computer Game Design; McGraw-Hill, Inc.: New York, NY, USA, 1984. [Google Scholar]
- Julius, K.; Salo, J. Designing Gamification. Master’s Thesis, University of Oulu, Oulu, Finland, 2013. [Google Scholar]
- Seaborn, K.; Fels, D.I. Gamification in theory and action: A survey. Int. J. Hum. Comput. Stud. 2015, 74, 14–31. [Google Scholar] [CrossRef]
- Hamari, J.; Koivisto, J.; Sarsa, H. Does Gamification Work?—A Literature Review of Empirical studies on Gamification. In Proceedings of the 47th Hawaii International Conference on System Sciences, Washington, DC, USA, 6–9 January 2014; pp. 3025–3034. [Google Scholar]
- Hunicke, R.; LeBlanc, M.; Zubek, R. MDA: A formal approach to game design and game research. In Proceedings of the AAAI Workshop on Challenges in Game AI, San Jose, CA, USA, 26 July 2004; Volume 4, p. 1722. [Google Scholar]
- Chou, Y.-k. Octalysis: Complete Gamification Framework. Yu-kai Chou: Gamification & Behavioral Design. 2021. Available online: https://yukaichou.com/gamification-examples/octalysis-complete-gamification-framework/ (accessed on 26 September 2022).
- Marczewski, A. GAME: A Design Process Framework. Gamified U. 2014. Available online: https://www.gamified.uk/2014/05/07/game-design-process-framework/ (accessed on 26 September 2022).
- Werbach, K.; Hunter, D. For the Win: How Game Thinking Can Revolutionize Your Business; Wharton Digital Press: Philadelphia, PA, USA, 2012. [Google Scholar]
- Paiva, J.C.; Queirós, R.; Leal, J.P.; Swacha, J.; Miernik, F. An Open-Source Gamified Programming Learning Environment. In Proceedings of the Second International Computer Programming Education Conference (ICPEC 2021), Braga, Portugal, 27–28 May 2021; Henriques, P.R., Portela, F., Queirós, R., Simões, A., Eds.; Open Access Series in Informatics (OASIcs). Schloss Dagstuhl–Leibniz-Zentrum für Informatik: Dagstuhl, Germany, 2021; Volume 91, pp. 5:1–5:8. [Google Scholar] [CrossRef]
- Yigitbas, E.; Schmidt, M.; Bucchiarone, A.; Gottschalk, S.; Engels, G. Gamification-Based UML Learning Environment in Virtual Reality. In Proceedings of the 25th International Conference on Model Driven Engineering Languages and Systems: Companion Proceedings, Montreal, QB, Canada, 23–28 October 2022; Association for Computing Machinery: New York, NY, USA, 2022; pp. 27–31. [Google Scholar] [CrossRef]
- Lee, C.S.; Foo, J.J.; Sangar, V.J.; Chan, P.Y.; Hor, W.K.; Chan, E.K. A Knowledge Management-Extended Gamified Customer Relationship Management System. In Proceedings of the 2017 International Conference on Soft Computing, Intelligent System and Information Technology (ICSIIT), Bali, Indonesia, 26–29 September 2017; pp. 341–346. [Google Scholar] [CrossRef]
- Heričko, M.; Rajšp, A.; Horng-Jyh, P.W.; Beranič, T. Using a Simulation Game Approach to Introduce ERP Concepts—A Case Study. In Knowledge Management in Organizations; Uden, L., Lu, W., Ting, I.H., Eds.; Springer International Publishing: Cham, Switzerland, 2017; pp. 119–132. [Google Scholar]
- Herzig, P.; Strahringer, S.; Ameling, M. Gamification of ERP systems–Exploring gamification effects on user acceptance constructs. In Multikonferenz Wirtschaftsinformatik; GITO: Braunschweig, Germany, 2012; pp. 793–804. [Google Scholar] [CrossRef]
- Alcivar, I.; Abad, A.G. Design and evaluation of a gamified system for ERP training. Comput. Hum. Behav. 2016, 58, 109–118. [Google Scholar] [CrossRef]
- Jurado, J.L.; Fernandez, A.; Collazos, C.A. Applying Gamification in the Context of Knowledge Management. In Proceedings of the 15th International Conference on Knowledge Technologies and Data-Driven Business, Graz, Austria, 21–23 October 2015; Association for Computing Machinery: New York, NY, USA, 2015. [Google Scholar] [CrossRef]
- Elm, D.; Kappen, D.L.; Tondello, G.F.; Nacke, L.E. CLEVER: Gamification and Enterprise Knowledge Learning. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, Bremen, Germany, 2–5 November 2016; Association for Computing Machinery: New York, NY, USA, 2016; pp. 141–148. [Google Scholar] [CrossRef] [Green Version]
- Martí, I.G.; Rodríguez, L.E.; Benedito, M.; Trilles, S.; Beltrán, A.; Díaz, L.; Huerta, J. Mobile Application for Noise Pollution Monitoring through Gamification Techniques. In Proceedings of the Entertainment Computing—ICEC 2012, Bremen, Germany, 26–29 September 2012; Herrlich, M., Malaka, R., Masuch, M., Eds.; Springer: Berlin/Heidelberg, Germany, 2012; pp. 562–571. [Google Scholar]
- Hsia, B.C.; Singh, A.K.; Njeze, O.; Cosar, E.; Mowrey, W.B.; Feldman, J.; Reznik, M.; Jariwala, S.P. Developing and evaluating ASTHMAXcel adventures: A novel gamified mobile application for pediatric patients with asthma. Ann. Allergy Asthma Immunol. 2020, 125, 581–588. [Google Scholar] [CrossRef]
- Shortt, M.; Tilak, S.; Kuznetcova, I.; Martens, B.; Akinkuolie, B. Gamification in mobile-assisted language learning: A systematic review of Duolingo literature from public release of 2012 to early 2020. Comput. Assist. Lang. Learn. 2021, 1–38. [Google Scholar] [CrossRef]
- Emam, H.Y.; Abdel Aziz, G.S. Investigating the Effect of Gamification on Website Features in E-Banking Sector: An Empirical Research. Acad. J. Contemp. Commer. Res. 2021, 1, 24–37. [Google Scholar] [CrossRef]
- Jang, Y.T.; Hsieh, P.S. Understanding consumer behavior in the multimedia context: Incorporating gamification in VR-enhanced web system for tourism e-commerce. Multimed. Tools Appl. 2021, 80, 29339–29365. [Google Scholar] [CrossRef]
- Morschheuser, B.; Hamari, J.; Werder, K.; Abe, J. How to Gamify? A Method For Designing Gamification. In Proceedings of the 50th Hawaii International Conference on System Sciences, HICSS, Waikoloa Village, HI, USA, 4–7 January 2017. [Google Scholar] [CrossRef] [Green Version]
- Klock, A.C.T.; Gasparini, I.; Pimenta, M.S. Designing, Developing and Evaluating Gamification: An Overview and Conceptual Approach. In Data Analytics Approaches in Educational Games and Gamification Systems; Tlili, A., Chang, M., Eds.; Springer: Singapore, 2019; pp. 227–246. [Google Scholar] [CrossRef]
- Dubois, D.J.; Tamburrelli, G. Understanding gamification mechanisms for software development. In Proceedings of the 9th Joint Meeting on Foundations of Software Engineering, Saint Petersburg, Russia, 18–26 August 2013; ACM: Saint Petersburg, Russia, 2013; pp. 659–662. [Google Scholar]
- Dal Sasso, T.; Mocci, A.; Lanza, M.; Mastrodicasa, E. How to gamify software engineering. In Proceedings of the 2017 IEEE 24th International Conference on Software Analysis, Evolution and Reengineering (SANER), Klagenfurt, Austria, 20–24 February 2017; pp. 261–271. [Google Scholar] [CrossRef]
- Fitz-Walter, Z.J. Achievement Unlocked: Investigating the Design of Effective Gamification Experiences for Mobile Applications Furthermore, Devices. Ph.D. Thesis, Queensland University of Technology, Brisbane, QLD, Australia, 2015. [Google Scholar]
- Monteiro, R.H.B.; Souza, M.R.D.A.; Oliveira, S.R.B.; Portela, C.D.S.; Lobato, C.E.D.C. The Diversity of Gamification Evaluation in the Software Engineering Education and Industry: Trends, Comparisons and Gaps. arXiv 2021, arXiv:2102.05089. [Google Scholar]
- Klock, A.C.T.; Ogawa, A.N.; Gasparini, I.; Pimenta, M.S. Does gamification matter?: A systematic mapping about the evaluation of gamification in educational environments. In Proceedings of the 33rd Annual ACM Symposium on Applied Computing, Pau, France, 9–13 April 2018; pp. 2006–2012. [Google Scholar] [CrossRef]
- Nacke, L.E.; Deterding, S. The maturing of gamification research. Comput. Hum. Behav. 2017, 71, 450–454. [Google Scholar] [CrossRef] [Green Version]
- Gasca-Hurtado, G.P.; Gómez-Álvarez, M.C.; Muñoz, M.; Mejía, J. Proposal of an assessment framework for gamified environments: A case study. IET Softw. 2019, 13, 122–128. [Google Scholar] [CrossRef]
- Ren, W.; Barrett, S.; Das, S. Toward Gamification to Software Engineering and Contribution of Software Engineer. In Proceedings of the 2020 4th International Conference on Management Engineering, Software Engineering and Service Sciences, Wuhan, China, 17–19 January 2020; pp. 1–5. [Google Scholar] [CrossRef]
- Inocencio, F. Using gamification in education: A systematic literature review. In Proceedings of the Thirty Ninth International Conference on Information Systems, San Francisco, CA, USA, 13–16 December 2018. [Google Scholar]
- Liu, D.; Santhanam, R.; Webster, J. Toward Meaningful Engagement: A Framework for Design and Research of Gamified Information Systems. MIS Q. 2017, 41, 1011–1034. [Google Scholar] [CrossRef] [Green Version]
- Marczewski, A. Defining Gamification—What Do People Really Think? Gamified UK. 2014. Available online: http://www.gamified.uk/2014/04/16/defining-gamification-people-really-think (accessed on 26 September 2022).
- Jo, J.; Jun, H.; Lim, H. A comparative study on gamification of the flipped classroom in engineering education to enhance the effects of learning. Comput. Appl. Eng. Educ. 2018, 26, 1626–1640. [Google Scholar] [CrossRef]
- Jayalath, J.; Esichaikul, V. Gamification to Enhance Motivation and Engagement in Blended eLearning for Technical and Vocational Education and Training. Technol. Knowl. Learn. 2022, 27, 91–118. [Google Scholar] [CrossRef]
- Díaz-Ramírez, J. Gamification in engineering education—An empirical assessment on learning and game performance. Heliyon 2020, 6, e04972. [Google Scholar] [CrossRef]
- Sarangi, S.; Shah, S. Individuals, teams and organizations score with gamification. Hum. Resour. Manag. Int. Dig. 2015, 23, 24–27. [Google Scholar] [CrossRef]
- Medeiros, D.B.; Neto, P.D.A.D.S.; Passos, E.B.; De Souza Araújo, W. Working and Playing with Scrum. Int. J. Softw. Eng. Knowl. Eng. 2015, 25, 993–1015. [Google Scholar] [CrossRef]
- Landers, R.N.; Bauer, K.N.; Callan, R.C. Gamification of task performance with leaderboards: A goal setting experiment. Comput. Hum. Behav. 2017, 71, 508–515. [Google Scholar] [CrossRef]
- Eisingerich, A.B.; Marchand, A.; Fritze, M.P.; Dong, L. Hook vs. hope: How to enhance customer engagement through gamification. Int. J. Res. Mark. 2019, 36, 200–215. [Google Scholar] [CrossRef]
- Fathian, M.; Sharifi, H.; Solat, F. Investigating the Effect of Gamification Mechanics on Customer Loyalty in Online Stores. J. Inf. Technol. Manag. 2019, 11, 1–23. [Google Scholar] [CrossRef]
- Hu, S.C.; Chen, I.C. A Gamified Online Forum Inspiring Group Intelligence Distillation for Policy Making. In Proceedings of the Advances in Swarm and Computational Intelligence, Beijing, China, 25–28 June 2015; Tan, Y., Shi, Y., Buarque, F., Gelbukh, A., Das, S., Engelbrecht, A., Eds.; Springer International Publishing: Cham, Switzerland, 2015; pp. 423–430. [Google Scholar]
- Ding, L. Applying gamifications to asynchronous online discussions: A mixed methods study. Comput. Hum. Behav. 2019, 91, 1–11. [Google Scholar] [CrossRef]
- Christmann, C.A.; Hoffmann, A.; Zolynski, G.; Bleser, G. Stress-Mentor: Linking Gamification and Behavior Change Theory in a Stress Management Application. In Proceedings of the HCI International 2018—Posters’ Extended Abstracts, Las Vegas, NV, USA, 15–20 July 2018; Stephanidis, C., Ed.; Springer International Publishing: Cham, Switzerland, 2018; pp. 387–393. [Google Scholar]
- Muroi, F.; Tao, X.; Han, T. A Study on the Effect of Gamification on Alleviation Anxiety Levels of the Elderly in China. In Proceedings of the Human Aspects of IT for the Aged Population. Healthy and Active Aging, Copenhagen, Denmark, 19–24 July 2020; Gao, Q., Zhou, J., Eds.; Springer International Publishing: Cham, Switzerland, 2020; pp. 329–342. [Google Scholar]
- ISO/IEC 9126; Software Engineering—Product Quality. ISO: Geneva, Switzerland, 2001.
- Prisacaru, D. Performance, Reliability, Availability, Scalability. IASA. Available online: https://itabok.iasaglobal.org/itabok3_0-2/performance-reliability-availability-scalability/ (accessed on 26 September 2022).
- Högberg, J.; Hamari, J.; Wästlund, E. Gameful Experience Questionnaire (GAMEFULQUEST): An instrument for measuring the perceived gamefulness of system use. User Model. User Adapt. Interact. 2019, 29, 619–660. [Google Scholar] [CrossRef] [Green Version]
- Lewis, J.R. Comparison of Four TAM Item Formats: Effect of Response Option Labels and Order. J. Usability Stud. 2019, 14, 224–236. [Google Scholar]
- Davis, F.D. Perceived usefulness, perceived ease of use, and user acceptance of information technology. MIS Q. 1989, 13, 319–340. [Google Scholar] [CrossRef] [Green Version]
- Reeve, J. Understanding Motivation and Emotion, 7th ed.; John Wiley & Sons: Nashville, TN, USA, 2017. [Google Scholar]
- Guay, F.; Vallerand, R.J.; Blanchard, C. On the Assessment of Situational Intrinsic and Extrinsic Motivation: The Situational Motivation Scale (SIMS). Motiv. Emot. 2000, 24, 175–213. [Google Scholar] [CrossRef]
- Ryan, R.M.; Deci, E.L. Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. Am. Psychol. 2000, 55, 68–78. [Google Scholar] [CrossRef]
- Krath, J.; Schürmann, L.; von Korflesch, H.F. Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning. Comput. Hum. Behav. 2021, 125, 106963. [Google Scholar] [CrossRef]
- Kahn, W.A. Psychological Conditions of Personal Engagement and Disengagement at Work. Acad. Manag. J. 1990, 33, 692–724. [Google Scholar] [CrossRef] [Green Version]
- Hamari, J.; Shernoff, D.J.; Rowe, E.; Coller, B.; Asbell-Clarke, J.; Edwards, T. Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning. Comput. Hum. Behav. 2016, 54, 170–179. [Google Scholar] [CrossRef]
- Csikszentmihalyi, M. Flow: The Psychology of Optimal Experience; Harper & Row: San Francisco, CA, USA, 1990. [Google Scholar]
- Rogers, R.; Dillman Carpentier, F.R.; Barnard, L. Media enjoyment as a function of control over characters. Entertain. Comput. 2016, 12, 29–39. [Google Scholar] [CrossRef]
- McKee, A. FUN!: What Entertainment Tells Us about Living a Good Life; Springer: Berlin/Heidelberg, Germany, 2016. [Google Scholar] [CrossRef]
- McManus, I.C.; Furnham, A. “Fun, Fun, Fun”: Types of Fun, Attitudes to Fun, and their Relation to Personality and Biographical Factors. Psychology 2010, 1, 159–168. [Google Scholar] [CrossRef] [Green Version]
- Read, J.C. Validating the Fun Toolkit: An instrument for measuring children’s opinions of technology. Cogn. Technol. Work 2008, 10, 119–128. [Google Scholar] [CrossRef]
- Van der Sluis, F.; van Dijk, B.; Perloy, B. Measuring fun and enjoyment of children in a museum: Evaluating the Smileyometer. In Proceedings of the Measuring Behavior 2012, Utrecht, The Netherlands, 28–31 August 2012; pp. 86–89. [Google Scholar]
- Tisza, G.; Markopoulos, P. FunQ: Measuring the fun experience of a learning activity with adolescents. Curr. Psychol. 2021. [CrossRef]
- Ebbinghaus, H. Memory: A contribution to experimental psychology. Ann. Neurosci. 2013, 20, 155–156. [Google Scholar] [CrossRef]
- Thorndike, L.; Bruce, D. Animal Intelligence: Experimental Studies; Routledge: New York, NY, USA, 2017. [Google Scholar]
- Hilgard, E.R. Introduction to Psychology; Harcourt Brace: San Diego, CA, USA, 1953. [Google Scholar]
- Roediger, H.L.; Capaldi, E.D.; Paris, S.G.; Polivy, J.; Herman, C.P. Psychology, 4th ed.; Wadsworth Publishing: Belmont, CA, USA, 1995. [Google Scholar]
- Delucchi, M. Measuring Student Learning in Social Statistics: A Pretest-Posttest Study of Knowledge Gain. Teach. Sociol. 2014, 42, 231–239. [Google Scholar] [CrossRef]
- Campbell, J.; McCloy, R.; Oppler, S.; Sager, C. A Theory of Performance; Jossey-Bass: San Francisco, CA, USA, 1993; pp. 35–70. [Google Scholar]
- Institute, C.F. Sales Revenue. 2022. Available online: https://corporatefinanceinstitute.com/resources/knowledge/accounting/sales-revenue/ (accessed on 28 October 2022).
- Berkman, L.F.; Kawachi, I.; Theorell, T. Working Conditions and Health. In Social Epidemiology; Oxford University Press: Oxford, UK, 2014. [Google Scholar] [CrossRef]
- Stansfeld, S.A.; Bosma, H.; Hemingway, H.; Marmot, M.G. Psychosocial Work Characteristics and Social Support as Predictors of SF-36 Health Functioning: The Whitehall II Study. Psychosom. Med. 1998, 60, 247–255. [Google Scholar] [CrossRef]
- World Health Organization. Stress. 2021. Available online: https://www.who.int/news-room/questions-and-answers/item/stress (accessed on 28 October 2022).
- Goldberg, R.C. Exploring the Relationships among Bio-Psycho-Social Measures of Stress: A Multifactorial Approach Towards the Evaluation and Reduction of Stress. Ph.D. Thesis, California Institute of Integral Studies, San Francisco, CA, USA, 2022. [Google Scholar]
- Levenstein, S.; Prantera, C.; Varvo, V.; Scribano, M.; Berto, E.; Luzi, C.; Andreoli, A. Development of the perceived stress questionnaire: A new tool for psychosomatic research. J. Psychosom. Res. 1993, 37, 19–32. [Google Scholar] [CrossRef]
- ISO/IEC 25010; Systems and Software Engineering—Systems and Software Quality Requirements and Evaluation (SQuaRE)—System and Software Quality Models. ISO: Geneva, Switzerland, 2011.
- Kulpa, A.; Swacha, J. Design and Implementation of Rule Execution Mechanism for an eGuide Gamification Web Service. In Proceedings of the Information and Software Technologies, Vilnius, Lithuania, 10–12 October 2019; Damaševičius, R., Vasiljevienė, G., Eds.; Springer International Publishing: Cham, Switzerland, 2019; pp. 173–181. [Google Scholar]
- Zhang, Q.; Kang, R.; Wen, M. Belief reliability for uncertain random systems. IEEE Trans. Fuzzy Syst. 2018, 26, 3605–3614. [Google Scholar] [CrossRef]
- Oyebisi, T. On reliability and maintenance management of electronic equipment in the tropics. Technovation 2000, 20, 517–522. [Google Scholar] [CrossRef]
- Iyer, R.K.; Kalbarczyk, Z.; Kalyanakrishnan, M. Measurement-Based Analysis of Networked System Availability. In Performance Evaluation: Origins and Directions; Haring, G., Lindemann, C., Reiser, M., Eds.; Springer: Berlin/Heidelberg, Germany, 2000; pp. 161–199. [Google Scholar] [CrossRef]
- Bondi, A.B. Characteristics of scalability and their impact on performance. In Proceedings of the 2nd International Workshop on Software and Performance, Ottawa, OT, Canada, 17–20 September 2000; pp. 195–203. [Google Scholar]
- Kenton, W. Rate of Adoption. Investopedia. 2022. Available online: https://www.investopedia.com/terms/r/rate-of-adoption.asp (accessed on 28 October 2022).
- Santhanamery, T.; Ramayah, T. Explaining and Predicting Users’ Continuance Usage Intention Toward E-Filing Utilizing Technology Continuance Theory. In Encyclopedia of Information Science and Technology, 4th ed.; IGI Global: Hershey, PA, USA, 2018; pp. 831–846. [Google Scholar] [CrossRef] [Green Version]
- Bhattacherjee, A. Understanding Information Systems Continuance: An Expectation-Confirmation Model. MIS Q. 2001, 25, 351–370. [Google Scholar] [CrossRef]
- Yan, M.; Filieri, R.; Gorton, M. Continuance intention of online technologies: A systematic literature review. Int. J. Inf. Manag. 2021, 58, 102315. [Google Scholar] [CrossRef]
- Mathieson, K. Predicting User Intentions: Comparing the Technology Acceptance Model with the Theory of Planned Behavior. Inf. Syst. Res. 1991, 2, 173–191. [Google Scholar] [CrossRef]
- King, R.C.; Schilhavy, R.A.; Chowa, C.; Chin, W.W. Do Customers Identify with Our Website? The Effects of Website Identification on Repeat Purchase Intention. Int. J. Electron. Commer. 2016, 20, 319–354. [Google Scholar] [CrossRef]
- Csikszentmihalyi, M. Beyond Boredom and Anxiety; Jossey-Bass: San Francisco, CA, USA, 2000. [Google Scholar]
- Sherry, J.; Greenberg, B.; Lucas, K.; Lachlan, K. Video Game Uses and Gratifications as Predictors of Use and Game Preference; American Psychological Association: Washington, DC, USA, 2006; Volume 8, pp. 213–224. [Google Scholar]
- Ijsselsteijn, W.; Hoogen, W.; Klimmt, C.; de Kort, Y.; Lindley, C.; Mathiak, K.; Poels, K.; Ravaja, N.; Turpeinen, M.; Vorderer, P. Measuring the Experience of Digital Game Enjoyment. In Proceedings of the International Conference on Methods and Techniques in Behavioral Research, Maastricht, The Netherlands, 26–29 August 2008. [Google Scholar]
- Van Lankveld, G.; Spronck, P.; van den Herik, H.J.; Rauterberg, M. Incongruity-Based Adaptive Game Balancing. In Advances in Computer Games, 12th International Conference, ACG 2009, Pamplona, Spain, 11–13 May 2010; van den Herik, H.J., Spronck, P., Eds.; Springer: Berlin/Heidelberg, Germany, 2010; pp. 208–220. [Google Scholar]
- Sirlin, D. Balancing Multiplayer Competitive Games. Game Developer’s Conference. 2009. Available online: https://www.gdcvault.com/play/1570/Balancing-Multiplayer-Competitive (accessed on 28 October 2022).
- Newheiser, M. Playing fair: A look at competition in gaming. Strange Horizons, 9 March 2009; p. 1. [Google Scholar]
- Zuo, W. Why Are You Satisfied with an Online Game? Exploring Game Attractiveness and Gaming Climate from a Socio-Technical Perspective. Master’s Thesis, Department of Information Processing Science, University of Oulu, Oulu, Finland, 2016. [Google Scholar]
- Cairns, P.; Cox, A.; Nordin, A.I. Immersion in Digital Games: Review of Gaming Experience Research. In Handbook of Digital Games; John Wiley & Sons, Ltd.: Hoboken, NJ, USA, 2014; pp. 337–361. [Google Scholar] [CrossRef]
- Murray, J.H. Hamlet on the Holodeck: The Future of Narrative in Cyberspace; The Free Press: Washington, DC, USA, 1997. [Google Scholar]
- Patrick, E.; Cosgrove, D.; Slavkovic, A.; Rode, J.A.; Verratti, T.; Chiselko, G. Using a Large Projection Screen as an Alternative to Head-Mounted Displays for Virtual Environments. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, The Hague, The Netherlands, 1–6 April 2000; pp. 478–485. [Google Scholar] [CrossRef]
- Jennett, C.; Cox, A.L.; Cairns, P.; Dhoparee, S.; Epps, A.; Tijs, T.; Walton, A. Measuring and defining the experience of immersion in games. Int. J. Hum. Comput. Stud. 2008, 66, 641–661. [Google Scholar] [CrossRef]
- Cox, A.L.; Cairns, P.; Berthouze, N.; Jennett, C. The use of eyetracking for measuring immersion. In Proceedings of the CogSci 2006 Workshop: What Have Eye Movements Told Us So Far, and What Is Next; Cognitive Science Society: Vancouver, BC, Canada, 2006. [Google Scholar]
- Davis, F.D. A Technology Acceptance Model for Empirically Testing New End-User Information Systems: Theory and Results. Ph.D. Thesis, Massachusetts Institute of Technology, Cambridge, MA, USA, 1985. [Google Scholar]
- Komischke, T. Usability Testing: 7 Metrics to Assess Ease of Use. CMSWire. 2021. Available online: https://www.cmswire.com/digital-experience/usability-testing-7-metrics-to-assess-ease-of-use/ (accessed on 29 December 2022).
- MacDonald, C.M.; Atwood, M.E. What Does It Mean for a System to Be Useful? An Exploratory Study of Usefulness. In Proceedings of the 2014 Conference on Designing Interactive Systems, Vancouver, BC, Canada, 21–25 June 2014; pp. 885–894. [Google Scholar] [CrossRef]
- Hwang, J.; Choi, L. Having fun while receiving rewards?: Exploration of gamification in loyalty programs for consumer loyalty. J. Bus. Res. 2020, 106, 365–376. [Google Scholar] [CrossRef]
- Barna, B.; Fodor, S. Gamification’s Impact on Employee Engagement: Enhancing Employee Well-Being with a Cloud Based Gamified Team-Building Application. In Proceedings of the 2018 6th International Conference on Future Internet of Things and Cloud Workshops (FiCloudW), Barcelona, Spain, 6–8 August 2018; pp. 203–208. [Google Scholar] [CrossRef]
- Silic, M.; Marzi, G.; Caputo, A.; Bal, P.M. The effects of a gamified human resource management system on job satisfaction and engagement. Hum. Resour. Manag. J. 2020, 30, 260–277. [Google Scholar] [CrossRef] [Green Version]
- Jantke, K.P.; Krebs, J.; Santoso, M. Game Amusement & CRM: Castle Scharfenstein AR case study. In Proceedings of the 2014 IEEE 3rd Global Conference on Consumer Electronics (GCCE), Tokyo, Japan, 7–10 October 2014; 2014; pp. 488–491. [Google Scholar] [CrossRef]
Item | Why Are You Currently Engaged in This Activity? | Subscale |
---|---|---|
1 | Because I think that this activity is interesting | Intrinsic |
2 | Because I think that this activity is pleasant | Intrinsic |
3 | Because this activity is fun | Intrinsic |
4 | Because I feel good when doing this activity | Intrinsic |
5 | Because I am doing it for my own good | Extrinsic |
6 | Because I think that this activity is good for me | Extrinsic |
7 | By personal decision | Extrinsic |
8 | Because I believe that this activity is important for me | Extrinsic |
Item | Question |
---|---|
1 | How hard were you concentrating? |
2 | It provided content that focused my attention |
3 | How much did you enjoy what you were doing? |
4 | Interacting with it was entertaining |
5 | Interacting with it was fun |
6 | How interesting was what you were doing? |
7 | Did you feel bored with what you were doing? (R) |
8 | Did you wish you were doing something else? (R) |
Item | Question | Subscale |
---|---|---|
1 | While using [the gamified system], I knew what to do. | |
2 | I used [the gamified system] because I had to. (R) | Autonomy |
3 | I used [the gamified system] because I wanted to. | |
4 | While using [the gamified system], I felt I was good at it. | |
5 | While using [the gamified system], I did something new. | Challenge |
6 | While using [the gamified system], I was curious. | |
7 | While using [the gamified system], I had fun. | |
8 | I want to use [the gamified system] again. | Delight |
9 | While using [the gamified system], I was happy. | |
10 | While using [the gamified system], I felt that time flew. | |
11 | While using [the gamified system], I forgot about school/work. | Immersion |
12 | While using [the gamified system], I felt good. | |
13 | While using [the gamified system], I made new friends. | |
14 | While using [the gamified system], I talked to others easier than usual. | Loss of Social |
15 | While using [the gamified system], I felt closer to others more than usual. | Barriers |
16 | While using [the gamified system], I felt bad. (R) | |
17 | While using [the gamified system], I felt angry. (R) | Stress |
18 | While using [the gamified system], I felt sad. (R) |
Item | Statement |
---|---|
1 | I intend to continue using [the gamified system] rather than discontinue its use. |
2 | My intentions are to continue using [the gamified system] rather than use any alternative means. |
3 | If I could, I would like to discontinue my use of [the gamified system]. (R) |
Item | Statement |
---|---|
1 | The layout of the user interface of [the gamified system] is attractive. |
2 | The colors used on the user interface of [the gamified system] are attractive. |
3 | Overall, I think the user interface of [the gamified system] looks really good. |
4 | The user interface design of [the gamified system] caught my attention to explore it. |
Item | Statement |
---|---|
1 | Using [the gamified system] prompts me to push my limits. |
2 | Using [the gamified system] drives me in a good way to the brink of wanting to give up. |
3 | Using [the gamified system] pressures me in a positive way by its high demands. |
4 | [The gamified system] challenges me. |
5 | Using [the gamified system] calls for a lot of effort in order for me to be successful. |
6 | Using [the gamified system] motivates me to do things that feel highly demanding. |
7 | Using [the gamified system] causes me to feel like I continuously need to improve in order to do well. |
8 | Using [the gamified system] causes me to work at a level close to what I am capable of. |
Item | Statement |
---|---|
1 | In [the gamified system], lots of meaningful choices are presented to the users. |
2 | In [the gamified system], sufficient contexts are provided to allow each choice (that a user makes in the system) to have balanced advantages and limitations. |
3 | In [the gamified system], users with equal skills have a roughly same chance to succeed although they might start with different choices (e.g., options, characters, resources, etc). |
Item | Statement |
---|---|
1 | Using the [the gamified system] provides me with the feeling that time passes quickly. |
2 | The [the gamified system] grabs all of my attention. |
3 | Using the [the gamified system] provides me with a sense of being separated from the real world. |
4 | Using the [the gamified system] causes me to lose myself in what I am doing. |
5 | Using the [the gamified system] causes my actions to seem to come automatically. |
6 | Using the [the gamified system] causes me to stop noticing when I become tired. |
7 | Using the [the gamified system] causes me to forget about my everyday concerns. |
8 | Using the [the gamified system] causes me to ignore everything around me. |
9 | Using the [the gamified system] causes me to become fully emotionally involved. |
Item | Statement |
---|---|
1 | Learning to operate [the gamified system] would be easy for me. |
2 | I would find it easy to cause [the gamified system] to do what I want to do. |
3 | My interaction with [the gamified system] would be clear and understandable. |
4 | I would find [the gamified system] clear and understandable. |
5 | It would be easy for me to become skillful at using [the gamified system]. |
6 | I would find [the gamified system] easy to use. |
Item | Statement |
---|---|
1 | Using [the gamified system] would enable me to more quickly accomplish tasks. |
2 | Using [the gamified system] would improve my performance. |
3 | Using [the gamified system] would increase my productivity. |
4 | Using [the gamified system] would enhance my effectiveness. |
5 | Using [the gamified system] would cause it to be easier to meet my goals. |
6 | I would find [the gamified system] useful. |
LP | CR | ER | EIS | MA | WP | |
---|---|---|---|---|---|---|
Motivation | ✓ | |||||
Engagement | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |
Fun | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |
Learning | ✓ | |||||
Work Performance | ✓ | ✓ | ||||
Sales Revenue | ✓ | |||||
Social Relations | ✓ | |||||
Stress Reduction | ✓ | ✓ | ||||
Performance | ✓ | ✓ | ||||
Reliability | ✓ | ✓ | ||||
Availability | ✓ | ✓ | ||||
Scalability | ✓ | ✓ | ||||
Adoption Rate | ✓ | ✓ | ✓ | |||
Frequency of Use | ✓ | ✓ | ✓ | |||
Session Length | ✓ | ✓ | ✓ | |||
Cont. Use Intention | ✓ | ✓ | ✓ | |||
User Retention | ✓ | ✓ | ✓ | |||
Visual Attractiveness | ✓ | ✓ | ✓ | |||
Challenge | ✓ | |||||
Balance | ✓ | |||||
Immersion | ✓ | |||||
Ease of Use | ✓ | ✓ | ||||
Usefulness | ✓ | ✓ |
Dimension | Critical Comments |
---|---|
Motivation | “Not sure if this fully covers all aspects of motivation.” “[Some of the scale items, e.g.,] “for my own good”, “is good for me” and “is important for me” are hard to differentiate.” |
Engagement | “Mix of questions and sentences is confusing” |
Fun | “Difficult due to many items. Item 7 is confusing, as fun is the overall construct to be measured”’ |
Learning | “Other measures may also be relevant in different contexts. For example, self-reported learning outcomes, or observations of changes in behavior or performance, may also be useful for assessing learning.” |
Work Performance | “Not for all jobs are measurable units.” |
Sales Revenue | – |
Social Relations | “This is purely formal and says nothing about the quality of the social relation.” |
Stress Reduction | – |
Performance | “The response time for user actions and the overall stability of the system may also be important considerations when evaluating the performance of a gamification system.” |
Reliability | “MTBF does not include the time taken to repair a system after a failure... MTTR is used to measure the average time it takes to repair the system after it has failed, which measures how long the system is offline due to unplanned maintenance. By keeping MTBF high relative to MTTR, the availability of a system is maximised.” |
Availability | – |
Scalability | – |
Adoption Rate | – |
Frequency of Use | “The length of time that users spend interacting with the system, the number of actions or transactions performed may also be crucial.” |
Session Length | – |
Cont. Use Intention | – |
User Retention | – |
Visual Attractiveness | – |
Challenge | “In general: scales should be the same in one questionnaire if you intend to combine all these questions.” |
Balance | – |
Immersion | – |
Ease of Use | – |
Usefulness | “SUS Questionnaire.” |
Disclaimer/Publisher’s Note: The statements, opinions and data contained in all publications are solely those of the individual author(s) and contributor(s) and not of MDPI and/or the editor(s). MDPI and/or the editor(s) disclaim responsibility for any injury to people or property resulting from any ideas, methods, instructions or products referred to in the content. |
© 2023 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
Share and Cite
Swacha, J.; Queirós, R.; Paiva, J.C. GATUGU: Six Perspectives of Evaluation of Gamified Systems. Information 2023, 14, 136. https://doi.org/10.3390/info14020136
Swacha J, Queirós R, Paiva JC. GATUGU: Six Perspectives of Evaluation of Gamified Systems. Information. 2023; 14(2):136. https://doi.org/10.3390/info14020136
Chicago/Turabian StyleSwacha, Jakub, Ricardo Queirós, and José Carlos Paiva. 2023. "GATUGU: Six Perspectives of Evaluation of Gamified Systems" Information 14, no. 2: 136. https://doi.org/10.3390/info14020136
APA StyleSwacha, J., Queirós, R., & Paiva, J. C. (2023). GATUGU: Six Perspectives of Evaluation of Gamified Systems. Information, 14(2), 136. https://doi.org/10.3390/info14020136