THE EFFECT OF GAMIFICATION ON LEARNING - THE EXAMPLE OF VENDORS BRAND AWARENESS - JKU ePUB

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THE EFFECT OF GAMIFICATION ON LEARNING - THE EXAMPLE OF VENDORS BRAND AWARENESS - JKU ePUB
Author
                                                            Maria Angelica Silva
                                                            K11948938

                                                            Submission
THE EFFECT OF                                               Institute of Innovation
                                                            Management

GAMIFICATION ON                                             Thesis Supervisor
                                                            Robert Breitenecker
LEARNING - THE                                              Assistant Thesis Supervisor
EXAMPLE OF                                                  Johannes Gartner

VENDORS BRAND                                               April 2021

AWARENESS

Master’s Thesis
to confer the academic degree of

Master of Science Global Business
in the Joint Master Program Global Business - Canada/Peru

                                                            JOHANNES KEPLER
                                                            UNIVERSITY LINZ
                                                            Altenberger Straße 69
                                                            4040 Linz, Austria
                                                            jku.at
                                                            DVR 0093696
THE EFFECT OF GAMIFICATION ON LEARNING - THE EXAMPLE OF VENDORS BRAND AWARENESS - JKU ePUB
DEDICATIONS

                This research is dedicated to God, my family and my friends.

                 Thanks for supporting me in my professional development,

                               for helping me through the good and bad times,

                                       and always motivate me to move forward.

                                                          María Angélica Silva

April 1, 2021           Maria Angelica Silva                               2/83
THE EFFECT OF GAMIFICATION ON LEARNING - THE EXAMPLE OF VENDORS BRAND AWARENESS - JKU ePUB
STATUTORY DECLARATION

I hereby declare under oath that the submitted Master’s Thesis has been written solely by me

without any third-party assistance, information other than provided sources or aids have not been

used and those used have been fully documented. Sources for literal, paraphrased and cited quotes

have been accurately credited.

The submitted document here present is identical to the electronically submitted text document.

Canada, April 01st, 2021

Signature

April 1, 2021                                Maria Angelica Silva                             3/83
THE EFFECT OF GAMIFICATION ON LEARNING - THE EXAMPLE OF VENDORS BRAND AWARENESS - JKU ePUB
EXECUTIVE SUMMARY

           In this research, a gamified experiment was designed and implemented to determine how

the additional offer of gamified information can affect vendors' learning. Twenty vendors from the

Peruvian company Limon participated in the implementation of this methodology, they were

randomly classified in group A and B to be trained with two different learning techniques, one

traditional and other including gamification through a game created on the Quizizz platform. The

theoretical basis was used to choose the key game elements that would conform the design of the

game created in Quizizz, being selected elements such as the leaderboard, time restriction and test

report.

           The results of this experiment were evaluated through a final test and showed that vendors

who were trained using gamification had a higher score than the group that was trained with the

traditional training methodology, achieving 8.4% more correct answers and 48.4% less incorrect

answers than the other group. This positive result was related with their participation on the Quizizz

gamified platform, considering the game as a kind of previous training to achieve an improvement

on vendors' learning, particularly about their brand awareness.

           Through the implementation of this methodology, it can be shown that the application of

gamification to train vendors can bring positive outcomes such as learning improvement. This

experiment contributes to the actual research of gamification, giving a better understanding of how

gamification works in the work environment and providing insights related to its effects on vendors'

learning. Also, it is a practical case of how gamification can be applied, and it is a reference for its

implementation in other areas and targets.

April 1, 2021                                   Maria Angelica Silva                                 4/83
THE EFFECT OF GAMIFICATION ON LEARNING - THE EXAMPLE OF VENDORS BRAND AWARENESS - JKU ePUB
Table of Contents

List of Tables.................................................................................................................................................. 6
List of Figures ................................................................................................................................................ 7
1.     Introduction ............................................................................................................................................ 8
2.     Problem Statement ............................................................................................................................... 11
3.     Objective .............................................................................................................................................. 13
4.     Methodology ........................................................................................................................................ 14
5.     Literature Review ................................................................................................................................. 19
       5.1 Gamification ................................................................................................................................ 19
                5.1.1 History ................................................................................................................................ 24
                5.1.2 Components of Gamification .............................................................................................. 26
                5.1.3. Successful Corporate Applications .................................................................................... 30
       5.2 Gamification Motivates and Satisfies Intrinsic Needs ................................................................. 34
6.     Limon Company................................................................................................................................... 38
7.     Implementation .................................................................................................................................... 41
8.     Results .................................................................................................................................................. 46
9.     Analysis and Discussion....................................................................................................................... 60
10. Conclusion............................................................................................................................................ 64
11. Limitations ........................................................................................................................................... 65
References .................................................................................................................................................... 67
Appendices ................................................................................................................................................... 74
Appendix A: Question Session .................................................................................................................... 74
Appendix B: Quizizz Game Questionnaire .................................................................................................. 79
Appendix C: Final Test ................................................................................................................................ 82

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List of Tables

Table 1. Results of the Quizizz Participants Section ................................................................................... 47
Table 2. Report of Results of the Quizizz Summary Section ......................................................................... 48
Table 3. Results of Quizizz Test .................................................................................................................... 49
Table 4. Results of the Final Test ................................................................................................................. 50
Table 5. Percentage Difference of Correct and Incorrect Answers of Group A Versus Group B ............... 61
Table 6. Group A Improvement .................................................................................................................... 61

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List of Figures

Figure 1. Easy Quizizz Procedure to Create a Game ................................................................................... 17
Figure 2. Gamification Overview ................................................................................................................ 27
Figure 3. Gamification Elements Pyramid .................................................................................................. 27
Figure 4. Motivational Affordances, Psychological and Behavioral Outcomes from Gamification ........... 35
Figure 5. Limon’s Organizational Chart ...................................................................................................... 38
Figure 6. General Settings from Quizizz ..................................................................................................... 43
Figure 7. Activity Settings from Quizizz ..................................................................................................... 43
Figure 8. Quizizz Leaderboard. ................................................................................................................... 44
Figure 9. Final Screen with the Score of the Participants who Played in Quizizz....................................... 45
Figure 10. Accuracy Percentage, Number of Questions and Participants. .................................................. 46
Figure 11. Results of the Quizizz Questions Section. .................................................................................. 47

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1. Introduction

           Gamification has been defined as the use of characteristics commonly associated with video

games in non-game contexts (Landers, 2015). This tool uses games in routine activities and in non-

playful environments, making them more fun and motivating. In this way, it takes advantage of

their psychological predisposition to participate in the games and foments the desired behaviors in

the users (López, 2013). In this sense, these games intend to achieve a behaviour or attitude in the

players, aiming at the improvement of outcomes such as learning improvement (Landers, 2015).

           The history of gamification is a long one until it was recognised as a powerful engagement

tool. Before 2003, the word ¨gamification¨ was not widely heard; at the end of the millennium, it

was slowly gaining recognition; and during the latter part of the 20th Century, people began to

consider games as a way to increase productivity at work and also realized that game mechanics

had the power to attract customers. In 2002, the word ¨gamification¨ was born when Nick Pelling

created this term while he was designing a game-like user interface for commercial electronic

devices such as ATMs, vending machines, and mobile phones. From this moment, the story of

gamification really began (Growth Engineering, 2019).

           In recent years, gamification has become a hot topic and its application over time has

increased in different areas, contexts or environments such as education, training, commercial

business, marketing, sales, health, human resources, government, and even everyday life (Mora et

al., 2015) to stimulate the engagement of users such as employees (Mekler et al., 2013). In the labor

context, McKinsey (2016) mentioned that organizations have to look at ways to engage and make

employees happier to share successfully the vision and the company's brand-value proposition to

customers, highlighting that successful enterprises are those that can build customer loyalty

because these companies have happy employees that offer an excellent customer-experience.

           In this sense, many industry professionals are looking for ways to engage users and have

used the motivational attractiveness of games in non-game environments (Mekler et al., 2013).

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Werbach and Hunter 2012 (cited in Figueroa, 2015) indicated a serie of characteristics that games

must accomplish in order to have this motivational attractiveness, for example games should be

designed with the purpose of being entertaining and fun. For this reason, the games have to be

original, creative, but also should be focused, with a vision of context, and not only gameplay.

           In addition, Sailer et al. 2017 (cited in Ouariachi, Li, and Elving, 2020) suggested that

during the game design, it should include visible and non-visible game elements such as points,

badges, leaderboards, performance graphs, meaningful stories, avatars, teammates, and also

consider mechanisms as the need of psychological satisfaction, including the need for competence,

autonomy, and social relatedness.

           Therefore, within the game design the scenarios must be varied; incorporate certain rules,

techniques, and levels; game length should be short; a system of prizes or rewards must be

implemented; and challenges should be assigned not only individually but also to teams in order to

prevent monotony; avoid the loss of interest; promote the collaborative work (Ašeriškis and

Damaševičius, 2014); encourage the development, training and employee performance (cited in

Figueroa, 2015).

           Another aspect to consider is that these games need to be applied on areas, in which metrics

can be attained both before and after gamifying. One area where gamification can be applied and

measured is the sales department, represented by vendors (Noll, 2013).

           Hence, the goal of this research study is to determinate if the additional application of

gamification in a company that sells food products and mass consumer goods, can increase vendors'

learning about the company portfolio. For this purpose, two randomized samples of ten vendors in

each group will participate and two different learning mechanisms will be applied, one traditional

and the other gamified. The traditional mechanism will be that a PDF document with the company’s

products’ information will be sent to group B as it will be the control group, while in the gamified

mechanism a game created in the online platform Quizizz will be sent to group A, in addition to

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the PDF. Both mechanisms will provide the same information and content. After one week that this

experiment be executed, both groups will be evaluated with a final online questionnaire.

           After executing this methodology, the findings found will be analyzed using confidential

information about product portfolio, sales volume, most sold products, demand, and some relevant

company insights provided by the owner. In case there is any doubt about the participants' answers,

they will be consulted individually. On the other hand, a comparison of the results obtained by

group A and B will be made according to the number of correct and incorrect answers obtained in

the final test. This means that a descriptive analysis will be performed to compare the outcomes

and determine if the group in which the gamification was applied achieved a higher or lower score

than the other group. In case that group A would have a higher score, it will allow to calculate the

improvement percentage of their learning compared to the other group.

           This research makes three contributions. Firstly, it contributes to the actual research of

gamification providing information that begins with general concepts, history, and its components,

showing that the addition of the right game elements and mechanics can bring positive effects. In

this sense, it can give a better understanding of the gamification value to improve the literature

research. Secondly, the findings of this research can provide insights for further studies related to

the impact that the gamification can bring to the learning of company's vendors. Thirdly, the reader

will be able to obtain from this experiment a practical case of how gamification can be applied in

the workplace and it can be a reference to achieve a learning improvement in other areas and even

in other potential users, which are not only employees or vendors, but also customers and students.

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2. Problem Statement

           Companies face the problem of continuously improving the skills and updating the

knowledge of their employees due to the fast changes and developments occurring nowadays

(Stadnicka & Dei, 2019). Furthermore, it has been perceived that the traditional training offered

could be considered as boring and ineffective, so there is a preference for more engaging and

interactive learning activities (Treiblmaier & Putz, 2018) and companies have the challenge to find

the best way to train their employees to improve their qualifications and prepare them for this

dynamic environment, not only by increasing their knowledge but also their motivation, soft skills

and understanding of industry issues (Stadnicka & Dei, 2019).

           On the other hand, employees can also face problems in the companies, such as a turbulent

and unstable environment where they work. It can often cause discouragement, frustration, stress,

emotional exhaustion, the sensation of lack of development and hopelessness, probably causing

workers to feel that they will not be able to change their situation. These negative labor factors are

not only associated with economic problems, but also related to the lack of inclusion and

participation of workers in the work team, and the absence of involvement and commitment of the

company with its employees (Saltijeral and Ramos, 2015).

           Therefore, a positive and innovative solution to deal with the problems that the workforce

is going through might be offered by gamification (Oprescu, Jones and Katsikitis, 2014) because

this tool could increase motivation, engagement, improve knowledge retention, leading to better

learning through an interactive setting (Treiblmaier & Putz, 2018). These positive outcomes could

be achieved through the development of games that meet the specific needs of companies,

presenting clear guidelines to reflect the problems and the business environment. In this way,

employees would possibly not only learn about how new tools or concepts work, but also why it is

important to apply them in the work environment and overcome problems that frequently arise

(Stadnicka & Dei, 2019).

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For example, some organizations have applied selected principles of game design, and

game-style interactions to transform some of the work processes into a game-like experience for

the employees. Likewise, several analyses of research literature have been made, indicating that

gamified workplaces could be a good strategy to promote well-being, and also a key element to

maintain a healthy workforce, letting employees to reach the job satisfaction at a personal level,

and increasing their productivity (Oprescu, Jones and Katsikitis, 2014).

           According to the need for enterprises, as the Peruvian company Limon, to improve learning

and update the knowledge of their workers, a methodology was applied in order to study if the

application of gamification to train vendors can have an impact on their learning.

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3. Objective

           This research aims to determine if the implementation of gamification in the training

process of vendors could enhance their learning. The purpose of selecting this target and no other

kind of employees as the research target is due to the fact that vendors are considered as the most

important personal in a commercial enterprise for being the direct contact between the business

owner and the customer. Therefore, vendors should always transmit confidence and know in detail

about products or services they offer, in many occasions they may be faced with customers who

like to debate or ask questions about why they should buy their product if the competition sells the

same and sometimes cheaper, so a good vendor with great knowledge will defend the products that

he is offering (Lema, 2019).

           In this way, the contact with vendors is the most effective method to make a sale and

increasing the effectiveness of this target is the major sales management task (Sujan, Weitz and

Sujan, 1988).

           Therefore, the main objective of this research will be to investigate whether gamification

generates an impact on the learning of this target. In accordance with the specific objectives, these

will be to identify which of the methodologies implemented in the training of group A and B

generated more learning in the vendors, since one group had gamified training and the other did

not. Moreover, to determine if the additional application of gamification in the sales staff can really

increase their learning, and in what percentage compared to other group who received traditional

training.

           Based on the main objective, the research question would be: "How does an additional offer

of gamified information affect learning?".

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4. Methodology

           The methodology that is going to be applied is to conduct a fully randomized experiment.

This kind of method was defined by Dennis and Boruch (1989) as the random assignment of

individuals, entities, or sectors, with the idea of creating equivalent groups, assigning them a

different regime, and comparing them with a control group, the last one usually represents the status

quo. As mentioned by these authors, the purpose of this methodology is to determine which is the

regime that can bring the best outcomes.

           This type of randomized experiment has many advantages because it ensures that all

individuals in the population have the same probability of being included in the sample. This means

that the probability of selection of a subject "x" is independent of the probability of the rest of the

subjects that are part of the population. It is also considered as a simple method, easy to understand

and that allows to make fast calculations (Otzen and Manterola, 2017).

           Other advantages of random sampling are that it enables researchers to measure the effects

of an intervention on a particular interest outcome, as participants are randomly assigned to be part

of the group that receives the treatment or they conform the control group. One clear example

which highlights the need to use this randomized methodology is a study which had as objective to

test the effectiveness of a voter education program on high school seniors. In this case, if each of

the students would be allowed to be a volunteer for this program, when comparing the results of

the volunteers' behavior with those of the non-participants, clearly different effects would be seen

in each group, and this would be associated with the different qualities, and voting propensities of

each group. In addition, if a random model would not be used, teachers could have biasin who they

chose. Therefore, in order to avoid this kind of irregularities in the results, it is suggested that

randomized experiments be used. This powerful method reflects the effects of the interventions

that were intended to be measured, without being interrupted by other variables (Yale University,

2020).
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Due to all the positive aspects mentioned above, random sampling is often used in business

and some authors consider that data collection techniques tend to apply this methodology. For

example, the Peruvian company Taecoma, belonging to the industrial manufacturing sector,

highlighted the usefulness of simple random sampling to determine the entry of raw materials into

the process, allowing to make statistical inferences and facilitating the calculation of the pallet

percentage that is received in good condition (Misantla Institute of Technology, 2016).

           Another example that evidences the use of this methodology in the business world is its

application in the company Ingram Micro S.A. This enterprise did an investigation to determine

the influence of the system for decision making in the Business Intelligence of its commercial area,

and used the random sampling to select 168 participants from a total of 300. Once the participants

were separated efficiently and without any preference, to one sample an experimental method was

applied while the other sample was considered as the control group, finally, both groups were

evaluated through a post-test (Villanueva, 2017).

           After examining the favorable aspects of random sampling, it can be noted that it is the

fairest and most effective mechanism of selection because it gives all participants an equal chance

of being chosen and is not influenced by any bias of classification (Confederation of Andalucía

Businessmen, 2021). For this reason, the random sampling will be applied in this study to select

the participants who will belong to each sample of vendors.

           According to the methodology of this study, the participants will be twenty vendors of an

age range between 25-55 years old, and who are working in the company Limon. All of them will

be trained by the company owner through the Zoom application and a PDF document is going to

be used as part of the presentation. This PDF with the information of the products that Limon

company commercializes will be sent by mail to all vendors so they can have access to it during

the training, also they will have useful material that can help them in their day to day work.

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Once the training has been completed, a questions session will be done to clarify vendors'

doubts about the presentation and to resolve any queries they may have in general. At the end of

this session, the random sampling will take place, which will be done in Excel and will be used to

indicate to each vendor if they are going to be part of group A or B.

           The first sample of vendors (A) will have the PDF document with which the training was

done, but additionally they will be trained through gamification, so a game created in the online

platform Quizizz will be sent, and this will contain 14 questions with multiple choice answers,

images and background music. While the second sample (B) will be trained in the traditional way,

which means that they will also have access to the same PDF document provided to the first sample

(A) but they won´t participate in the game, these vendors will be considered as the control group.

One week after the first sample of vendors (A) have completed the Quizizz test, both groups A and

B will be evaluated through a final test of 21 questions, to determine if the additional application

of gamification in group A had an impact on their learning. As it will be done in this methodology,

according to Noll (2013) gamification is usually measured with A/B testing, in which some users

work with the gamified system while others use the non-gamified system.

           In this research, the platform that is going to used to apply gamification in the first sample

of vendors (A) will be Quizizz, as it was mentioned previously. Quizizz is a gamified application

(Ratnasari, Hikmawati and Nizam, 2019) that designs teaching-learning experiences through

games, presenting innovative elements and game mechanics adapted to different groups of

participants with the objective that they can acquire knowledge and skills in a fun way (Gutiérrez,

2019). The gamified elements that conform Quizizz are significant in the relationship with users’

extrinsic motivation, these are points, level of difficulty, avatar construct (Razali et al., 2020),

leaderboard, time limit and test report (Dafit, Sumardi and Asib, 2020). These key elements have

great potential for engagement and motivation, as well as the game mechanics (Gutiérrez, 2019).

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These mechanics can be challenges, rewards, feedback, resource acquisition, cooperation

and competition (Dafit, Sumardi and Asib, 2020), which are used in order to gain specific

behavioral acquisitions since these have the power to shape the behavior of users guiding them in

the right direction (Çeker and Özdaml, 2017).

           Among the most remarkable benefits of Quizizz are the simplicity of use (see Figure 1), the

wide range of possibilities it offers, the large number of questions that can be entered, the inclusion

of audiovisual elements such as images or videos that exceed expectations, the level of detail of

the reports, the possibility of reviewing the errors in the test report, as well as the facilitation of

data collection to perform a user evaluation (Gutiérrez, 2019).

                Figure 1. Easy Quizizz Procedure to Create a Game (taken from Quizizz, 2020).

           In this study, the elements used in the game test were time restriction, leaderboard, and test

report. Dafit, Sumardi and Asib (2020) mentioned that time restriction helps participants to focus

more in answering the questions without wasting time; leaderboards generally increase motivation,

and represents faithfully the grade of competition; while the test report allows users to download it

to see their results and learn from it.

           According to the Quizizz game mechanics of this research, these were challenges,

competition, and feedback. These challenges were represented by the level of difficulty of the

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questions; the competition was generated when the participants could visualize their score in real

time at the moment that they were answering each question, this generated a competitive

environment among the players; while the feedback came from the results of the test report,

motivating the players to see their score, check their mistakes, and encouraging them to improve.

           The application of the key elements and mechanics of Quizizz were applied to motivate

participants through a more dynamic, fun and entertaining way; in order to convert the motivation

generated into a psychological result that could bring a desired behavior from participants as the

achievement of better learning outcomes.

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5. Literature Review

     5.1 Gamification

           Gamification is a synonym of “productivity games”, “surveillance entertainment”,

“funware”, “playful design”, “behavioral games”, “game layer” or “applied gaming” (Deterding et

al., 2011a). The gamification term is more related to “games” than “play” or “playfulness”, because

“play” is a concept with a very extensive and ambiguous meaning (Deterding et al., 2011a) that

refers to a human experience regardless of the particular activity in which the individual is

involved, it takes a great amount of energy and has no clear limits, while “game” seeks to create a

zone of fun and exuberant energy for the player, but also generating engagement within a more

structured environment, with content that has meaning, produces interpretable results (Salcu and

Acatrinei, 2013) and is capable of turning a game application into a “full” game if it is built with a

concrete purpose (Deterding et al., 2011b).

           In this sense, gamification consists of applying components as game elements and

mechanics to contexts that are not directly related to games, in order to try to solve real problems

(Rodríguez and Santiago, 2015). These game elements are the achievements, conquests, avatars,

badges, boss fights, combats, unlocks, levels, points, leaderboards, tests, and virtual objects

(Borras-Gene, 2015) that can be applied to motivate users in order to get better outcomes such as

promote learning, increase motivation, achieve the immersion and engagement of users, stimulate

the social competence by promoting an active participation, among other results (Deterding et al.,

2011a). To achieve these positive results through increasing user motivation, firstly, one or more

underlying objectives that are interesting to people must be identified. These objectives should

capture the user's interest and based on this, determine what kind of game mechanics should be

incorporated to meet and satisfy their psychological and social needs such as the desire for

autonomy, competence, and relatedness (Aparicio et al., 2012). Some examples of game mechanics

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are the challenges, rewards, resource acquisition, cooperation, feedback, and competition

(Kocadere and Çağlar, 2015).

           Both the elements and the mechanics that are applied in games must be adapted to different

groups of players (Gutiérrez, 2019) to stimulate and increase their participation in any area,

carrying out different tasks and activities which sometimes are not attractive to them (Aparicio et

al., 2012). As gamification can be applied in any field, it has been implemented in different areas

as education, finance, health, productivity, sustainability, and entertainment media (Deterding et

al., 2011a).

           In education, gamification has been used to motivate students to learn better, generate

engagement in the classroom, and to care more about school. Through gamification teachers can

have better tools to guide, inspire, and reward students, giving them a joyful experience while

generating student learning. However, there are some challenges that teachers should consider

when using gamification, such as not accustoming students to receive external rewards. It is

necessary to have certain rules to control the freedom given to students to experiment, to fail, to

explore multiple experiences, as well as to give moderately difficult and immediate goals. The idea

in this educational environment is that the playing experience should not feel obligatory like the

usual school tasks, because instead of giving chocolate and peanut butter, it will be like giving the

students chocolate-covered broccoli. The application of these techniques can impact positively

student’s perspectives on learning (Lee and Hammer, 2011), because this educational method

allows to train the students' abilities and it is by far the most common and effective teaching practice

that can be used (Breuer and Bente, 2010).

           Some gamification apps that have been created to improve students learning include

Socrative, Kahoot!, Classcraft, Quizizz, Goose Chase, Minecraft: Education Edition, Breakout

EDU and Play Brighter (Lynch, 2017). For example, Ratnasari, Hikmawati and Nizam (2019)

applied the gamified application Quizizz to investigate the effect of this platform in teaching

reading comprehension of narrative texts to first grade students of Senior High School in
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Majalengka. These students were separated into two groups: an experimental group, where

gamification was applied through Quizizz, and a control group. In addition, both groups

participated in a pre-test and a post-test. The results showed a significant difference between the

experimental group and the control group, where the students to whom Quizizz was applied

obtained better grades than the other group. Therefore, the importance of these authors' research

relates the use of the Quizizz application with the improvement of students' reading skills and their

growing interest in the learning process.

           Just as gamification has been applied in the education sector capturing the interest of people

such as teachers, it has also attracted the attention of company managers, becoming a key

instrument for organizational change (Valenzo, 2019). According to Teixes 2015 (cited in Valenzo,

2019) the application of gamification in the business sector aims to modify the behavior of

employees through actions on their motivation, in order to create value in areas such as commercial,

human resources, finance, among others.

           One example of the use of gamification at work is the study of Kananen and Akpinar (2015),

where a solution was designed using game elements in a multinational telecommunications

company in Finland. The main purpose was to improve the motivation of vendors and the service

that they offered. The game elements used were rewards, a point system, leaderboards, levels,

challenges, badges and feedback to enhance the information flow, provide gaming experiences to

create value for the sales force, satisfy the need for competition and provide the motivation to

contact more customers, while promoting co-learning within the teams to achieve better results. In

order to achieve this kind of positive results, some recommendations must be taken into account,

such as avoiding competing for the same customers, implementing levels and challenges that

vendors can choose from to satisfy their need for autonomy, constantly challenging them to keep

up motivation, keeping them informed of their achievements, periodically monitor and promote the

vendor’s progress, provide feedback, and it is essential to be aware that intrinsic rewards can have

more impact on maintaining high levels of motivation in the long term. In this example, it was

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emphasized that thanks to the implementation of gamification, it is possible to satisfy the needs of

competence, autonomy and social relationships to progressively improve the worker's performance.

           Considering that in the research of Kananen and Akpinar (2015) the study population was

vendors, Valenzo (2019) highlighted the importance of this target indicating that the sales force is

a highly competitive group in organizations, and the ability to take advantage of this competitive

element is very natural. One way to take advantage of it can be by using tools such as gamification,

this is a very important resource for the substantive commercial function in an organization as it

can help to involve vendors in their arduous commercial task reinforcing their commitment to the

strategic objectives of the company. For this reason, it is essential to develop systems that

complement traditional economic remuneration schemes that not only enhance extrinsic

motivation, but also intrinsic motivation through the long-term involvement of the sales force.

           As Salcu and Acatrinei (2013) mentioned, one way to increase this intrinsic motivation

could be by taking advantage of the great opportunities that gamification can bring to companies,

not only being able to improve the performance of employees but also getting more engaged

customers. Therefore, these authors applied the gamification in an affiliate network present on the

Romanian market, who developed gamified online campaigns and obtained successful results such

as increased customer portfolios, higher customer loyalty, attraction of new advertisers and

affiliates, brand awareness growth, improved reputation, increased revenue and number of

commissions. These authors realized that people like competing while socializing, receiving

feedback, see statistics, boosting their achievements, and receiving rewards regardless of whether

these are virtual and mean nothing. All of these things make the games fun, addictive, and exciting;

but at the same time it is important to determine which elements of the game are unnecessary in

order to eliminate them and optimize the results. In this study, it was emphasized that gamification

has become an effective company practice which can revolutionize businesses.

           However, just as gamification can be a successful tool, there can be some circumstances in

which gamification may fail (Noll, 2013). Some negative aspects generated in cases where

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gamification has been applied are for example the study of Campos et al. (2015), where it was

reported that some students did not understand the rules of the game, so this may have hindered

their performance negatively. Likewise, Toda, Valle and Isotani (2018) reported that gamification

influenced the loss of student performance due to demotivating factors, these authors identified

four negative results related to the use of gamification in education such as indifference, loss of

performance, undesired behaviors and decline effects in students.

           Moreover, in the research of Snow et al. (2015) it was indicated that overexposure to game

features can be a seductive distractor that deviates students' attention from the designated task,

which harms their ability to transfer learned skills to new tasks. In addition, these authors reported

that students who were more active in the gamified activity scored lower than their peers on skill

transfer tests.

           Even, Kocadere and Çağlar (2015) mentioned that sometimes learners focus more on the

mechanics of gamification than on the assessment. In this investigation some participants suggested

that being in a low position on the leaderboard could bother them, cause anxiety and make them

disconnected from the exam, furthermore some students were worried about the presence of locked

levels, as they could not see all the questions in the exam.

           Another example where participants' frustration was caused, is the study conducted by

Mcdaniel and Lindgren (2012), where it was expected to increase the positive work habits of the

students but some hidden badges were too difficult to obtain and even some could not be identified,

this caused frustration for some students as part of their grade in the course was affected by the

number of achievements.

           However, as Toda, Valle and Isotani (2018) mentioned, the negative results of gamification

are known but not well mapped, and there is a lack of information about the negative effects and

the gamified design that is used. On the other side, Pedreira et al. (2015) stated that the positive

effects of gamification were also not validated in their systematic mapping of gamification applied

to software engineering, and there is still a lack of empirical studies that attest to the effects

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promoted by gamification, as well as a deeper analysis of those effects and how to design

gamification strategies.

           Nevertheless, Valenzo (2019) clarified that no gamified system will have a positive effect

if the success gamified elements, as the motivational factor, are not closely related with other

aspects as for example if employees are not properly remunerated, or are not treated with dignity

and respect in their work environment, it is evident that gamification will not have a successful

impact on them.

           Similarly, Biro 2014 (cited in Valenzo, 2019) indicated that there are five factors that can

help to achieve a culture and workplace that is growing, dynamic, fun, productive and profitable,

these factors are fair payment, good benefits, leadership and open-mindedness, profit sharing and

making the workplace a fun place to work.

           As gamification contains elements that can generate fun, it could be an agent of change in

user and employee behavior, but it should be recognized that this is only the starting point. If the

goal is to change someone in the long-term, then the gamification system should be understood as

a temporary activity so the participant can return to the real world, leaving the game elements aside.

This is different for a short-term goal, such as getting people to buy a particular product. In this

sense, the idea is that when players become more involved in the system, they should spend more

time directly engaged with the real world and less time with the gamification system (Valenzo,

2019).

           5.1.1 History

           Games have been used for different purposes since many millennia ago, migrating from

mainly military uses into education and business in the second half of the 20th century (Deterding

et al., 2011a). According to the history, the gamification of the work movement was originated by

two great precursors: the Soviet Union in the early to middle 20th century, and American

management in the last 20th and early 21st century. The author describes how the Soviet Union

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experimented with purely competitive games to increase productivity, and teamwork games to

build morale, initially moving away from capitalist work relations. However, in a more recent

period in the West, they tried to move within capitalist workplaces towards creating offices which

are more efficient and harmonious. The described Soviet approach focused on generating intrinsic

motivation, feelings of competitiveness, performance measurement and metrics, and giving

extrinsic rewards such as monetary incentives. While the American approach used competitive

games with a sense of childhood play, in an attempt to make work fun as well. The study illustrated

how the mechanics of games are deeply rooted in people's thinking processes and have changed

over time, as the use that previous generations made of games is different than the use we are

making of them now (Nelson, 2012). Traditionally, most people started learning to play at an early

age, and as the human brain was built for playing, certain brain functions work naturally toward

logical problem solving (Cook, 2013). Harter 1978 (cited in Ryan and Deci, 2000) mentioned that

even developmentalists recognized that from the moment of birth, children are active, curious, and

playful, even in the absence of rewards.

           When children grow up and are at their best they are inspired, show considerable effort, are

self-motivated, striving to learn, dominate new skills, and apply their talent responsibly (Ryan and

Deci, 2000). However, it is evident that sometimes people are unmotivated, discouraged, feel

diminished and reject growth or responsibility. This happens not only in children but also in adults,

and the fact that human nature can be active or passive, constructive or indolent, is not only related

to disposition or biological endowments, but also to social contexts and situations, which influence

motivation, energy, domains, integration, and personal growth. According to these contexts, those

that satisfy the needs for autonomy, competence, and relatedness are very important for individuals

who wish to motivate others in a way that generates commitment, effort, and high-quality

performance. All contexts that promote these three needs encourage greater internalization and

integration, as opposed to contexts that frustrate their satisfaction (Ryan and Deci, 2000). These

three essential needs are cover by the games, and thus increase the motivation of users by

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stimulating their psychological needs, giving them the autonomy to make choices and satisfying

the need for competition in a social environment (Kananen and Akpinar, 2015).

           5.1.2 Components of Gamification

           Gamification is the result of the integration of game design, behaviour, and user experience,

as it is shown in Figure 2 (Maan, 2013). The relationship between these three aspects explains how

gamification works, where it starts by designing games in non-playful environments, inserting key

elements, fun features such as leaderboards and badges, in order to generate a desired behavior in

users such as an increase in their commitment with a product or service. At the same time, the

intrinsic motivations of users are satisfied and it allows them to enjoy more the experience

(Interaction Design Foundation, 2020).

           According to Maan (2013) the game design is defined as the internal logic of the game,

which must engage the users and encourages them to stick to the game. Priebatsch and Chatfield

2010 (cited in Beza, 2011) indicated that behind a successful gamification design there are seven

key principles: include visual cues that measure progress and experience such as a progress bar;

give fast feedback provided through a progression dynamic; have multiple short and long-term

goals; has an “appointment dynamic” which has the idea that to play a game, one has to be

prompted to return and be in the game. The other key principles are to consider an element of

uncertainty such as not knowing what recognitions to expect; there must be collaboration and

engagement with other game users; and provide rewards for effort and task completion because

rewards are strong motivators for game participation and are considered social status symbols

among players.

           Just as game design is an important part of gamification, the behavior is also essential. It

classifies players according to diverse engagement levels and they can fall into these four different

behavior categories: achievers, who are very focused on game-oriented goals; explorers, who are

innovative and discover the hidden part of the game; socializers, who are mainly focused on

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engaging, sharing information and collaborating; and killers, who always create problems for other

participants (Maan, 2013).

           The third fundamental gamification aspect is the user experience, which aims to provide the

best experience to users through an interactive game design, which must have a correct

implementation of the game mechanisms, as well as efficient processes and skilled workers (Maan,

2013).

                  Figure 2. Gamification Overview (adapted from Maan, 2013, p.11).

           As part of the structure of gamification as a tool, the games are designed by a combination

of elements such as dynamics, mechanics, and components. All these elements, which will be

mentioned below, constitute the "toolbox" of gamification and the best games are not the ones that

incorporate the most elements but the ones that use them most effectively (Salcu and Acatrinei,

2013). Werbach 2012 (cited in Salcu and Acatrinei, 2013) proposed a pyramid of a variety of game

elements which can be used to enhance the game experience (see Figure 3).

                                           Dynamics

                                          Mechanics

                                         Components

    Figure 3. Gamification Elements Pyramid (adapted from Salcu and Acatrinei, 2013, p.771).
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This author defined dynamics as “the grammar”, the implicit structure that makes games

coherent. Dynamics draw the big picture and are formed by conceptual elements such as

constraints, which are the limitations in the game; emotions that the game tries to capture or exploit;

the narrative structure which should be a coherent storyline; progression in a sense of having

something to achieve and giving the game clear objectives; and relationships, which include social

dynamics that are important to the game experience. Then, he explained that mechanics are the

“verbs” of a game that move the action forward. The game mechanics are all the challenges which

have objectives and obstacles, chances, competition and cooperation, feedback, rewards,

transactions, exchanging with other players, turns as sequences of activity, and winning as the final

victory. The last element of this pyramid are the components, and Konrad 2011 (cited in Salcu and

Acatrinei, 2013) mentioned that these are the simplest things which make users progress in the

game. Components are achievements, avatars, badges, boss fights, collections, combat, content

unlocking, gifting, leaderboards, levels, points, quests, social charts, teams or virtual goods.

           For example, Maan (2013) defined rewards as extrinsic incentives that the majority of

organizations seek to meet the internal psychological needs of their employees to keep them

intrinsically motivated. This is why companies do reward campaigns to offer discounts, promotions

and incentives to their employees, clients and partners. However, in practice it is much more

effective to practice intrinsic incentives like social competition and continuous feedback

highlighting achievements and mastery levels. Other key game element defined by this author are

badges, these are recognitions that demonstrate different levels of achievement. While leaderboards

help people to know where they are situated compared to their colleagues, it is used by companies

with the aim of encouraging competition as people generally like to validate if they are performing

well or not. In case of the point system and scores, these are a training practice where the game

player earns points based on their level of participation, and the more points the player has the more

chance they have to win the awards and incentives. Nevertheless, scoring criteria will depend on

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different key attributes like speed of response, frequency of participation, quality of participation

and continuous learning.

           As well as many of these game elements have been successfully implemented (Maan,

2013), in the study of Dafit, Sumardi and Asib (2020) several game elements of the gamified

platform Quizizz were applied to higher education students with the objective of promoting their

motivation in learning about the English TOEFL structure class. The result of this study revealed

that most of the students were interested in game elements such as the time limit of test, the meme,

the test report, and the leaderboard in Quizizz. These game elements helped to motivate the students

because they were engaging and this caused that they want to learn more deeply after taking the

gamified test. Even these authors mentioned that Quizizz decreased students' anxiety during and

after the test.

           Another example is the study of Anderson et al. (2007), where it was discovered that

leaderboards as game element generated a sense of playfulness and indirectly induced the

participants to do more exercise such as walking more. These authors clarified that the increase in

the players' activity is not directly related to the game, instead it is a useful benefit that is achieved

indirectly.

           Likewise, Maan (2013) mentioned that many organizations are using key game elements as

rewards, incentives, badges, leaderboards, points system, competition, social connection, levels

and reputation with the purpose of creating social loyalty initiatives to improve their brand image.

However, to achieve the organizational objectives, companies must be aware that it is essential to

know the typical architecture of any gamification initiative and determine which game elements

should be used in its games to reach the results that they are looking for.

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5.1.3. Successful Corporate Applications

           If the previous decade tried to add a social component to the world with the development

of the Internet and tools such as Facebook and Twitter, the current decade tries to add a game

component to involve people in loyalty programs, marketing campaigns, online communities and

organizational processes in general. This is how the introduction of dynamics and game mechanics

to generate engagement or commitment in clients or employees is having a great impact, making

gamification a new and authentic discipline with a great growth potential (Ruizalba, Navarro and

Jiménez, 2013). Examining its potential that gamification has, Werbach 2012 (cited in Salcu and

Acatrinei, 2013) indicated that there are three main kinds of categories where gamification can add

value: in an external environment, in an internal environment, and in behavior changing. This

author explained that the external gamification is applied outside the company, to customers, for

the purpose of marketing, sales, and customer engagement. In the case of the internal gamification,

it is applied to the company employees, providing motivation, productivity enhancement, or

crowdsourcing. While the last category was behavior changing, which is applied when people need

motivation to do something they value, and want to do, this is why it can generate a social impact.

           Regarding the implementation of gamification in the marketing area, Terlutter and Capella

2013 (cited in Garrigos, Gil, Estelles, 2015) argued that there are two types of gamification

applications in the marketing literature: advergames and marketing practices with game designs.

The first type, advergames, are full computer games specifically created to promote goods or ideas,

where the entertainment content follows traditional game forms. The second type are marketing

practices with game designs, which are partially based on elements of digital games. Their

interactive context increases the user’s involvement, giving them an enjoyable experience that leads

to feelings of immersion in a task, accompanied by a sense of control over the situation, and it also

leads to increased learning, and exploratory and participatory behaviour. As Zichermann and

Linder 2010 (cited in Garrigos, Gil, Estelles, 2015) indicated, marketing has always been related

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to the persuasion, motivation and manipulation of people, and this makes the affordances, and the

potential of gamification in marketing enormous. It must be noted that companies interested in

revolutionizing human-computer interaction, and the user experience have skyrocketed. These

firms have used gamification as an external marketing strategy to target consumers on websites

and mobile applications, encouraging people to use e-commerce applications, in order to boost and

improve customer loyalty, brand awareness and effective marketing engagement. Also,

gamification has been applied in the tourism sector with the purpose of motivating travelers to

participate in the marketing activities, and goals of the companies. Through this, it was indicated

theoretically that any marketing practice can be gamified to influence consumer behavior and

motivate the customers engagement in the realization of marketing tasks (Garrigos, Gil and

Estelles, 2015). As much as many companies are using external marketing strategies, they are also

using them internally to improve job satisfaction, and employee engagement. These organizations

are considering their employees as internal customers, and are involving them more in order to

generate a more favorable environment, where it is easier to obtain accelerated feedback. In

addition, companies have been using "employee of the month" style dynamics, in which through

work performance metrics they measure the recognition and reputation of an employee by the

company in the eyes of their colleagues. It is interesting to note that as a result of technological

advances, companies have been able to develop more sophisticated and intelligent gaming

experiences, which allow them to increase the effectiveness of their loyalty in the medium and long

term (Ruizalba, Navarro and Jiménez, 2013). One clear example of a company who used internal

marketing strategies through gamification is "The Walking Company", an American shoe

company, which implemented a game to manage the learning of their employees through SAP

Litmos software. The game consisted of gaining points through viewing the training videos; it was

a smart way to motivate employees to learn and thus offer the best shopping experience to

customers. Before implementing the game, The Walking Company had not been successful with

training because employees had to watch the videos by obligation. This gamification system

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