Understanding the Effects of Gamification and Juiciness on Players

Hicks, Kieran, Gerling, Kathrin, Richardson, Graham , Pike, Tom, Burman, Oliver and Dickinson, Patrick (2019) Understanding the Effects of Gamification and Juiciness on Players. In: IEEE Conference on Games, 20th - 23rd August 2019, London, UK.

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Understanding the Effects of Gamification and Juiciness on Players
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Item Status:Live Archive


Gamification is widely applied to increase user engagement and motivation, but empirical studies on effectivenessare inconclusive, and often limited to the integration of tangible elements such as leaderboards or badges. In this paper, we report findings from a study with 36 participants that uses the lens of Self-Determination Theory to compare traditional gamification elements, and the concept of juiciness (the provision of abundant audiovisual feedback) in the VR simulation Predator!. Results show that gamification and juiciness improve user experience, but that only juiciness fulfills all basic psychological needs that facilitate intrinsic motivation when applied in nongaming settings. User preferences favour the combination of both approaches, however, neither improved performance, and there is
evidence of juicy elements influencing user behaviour. We discuss implications of these findings for the integration of gamification, reflect on the role of both approaches in the context of feedback, and outline challenges and opportunities for further research. Index Terms

Keywords:Gamification, Game Design, Virtual Reality
Subjects:G Mathematical and Computer Sciences > G440 Human-computer Interaction
Divisions:College of Science > School of Computer Science
ID Code:37136
Deposited On:18 Sep 2019 14:13

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