{"id":1269,"date":"2019-06-24T14:57:49","date_gmt":"2019-06-24T11:57:49","guid":{"rendered":"https:\/\/webpages.tuni.fi\/gamification\/?p=1269"},"modified":"2019-06-24T14:57:49","modified_gmt":"2019-06-24T11:57:49","slug":"the-rise-of-motivational-information-systems-a-review-of-gamification-research","status":"publish","type":"post","link":"https:\/\/webpages.tuni.fi\/gamification\/2019\/06\/24\/the-rise-of-motivational-information-systems-a-review-of-gamification-research\/","title":{"rendered":"THE RISE OF MOTIVATIONAL INFORMATION SYSTEMS: A REVIEW OF GAMIFICATION RESEARCH"},"content":{"rendered":"<p><span style=\"font-size: 13px;\"><b>Epilogue \/ acknowledgement. <\/b><span style=\"font-weight: 400;\">Back in 2012-2013, we conducted a rather modest but popular literature review on then extant empirical literature that had examined gamification:<\/span><\/span><\/p>\n<p><span style=\"font-size: 13px;\"><span style=\"font-weight: 400;\">Hamari, J., Koivisto, J., &amp; Sarsa, H. (2014). <\/span><b>Does gamification work? \u2013 a literature review of empirical studies on gamification<\/b><span style=\"font-weight: 400;\">. In <\/span><i><span style=\"font-weight: 400;\">Proceedings of the 47th Annual Hawaii International Conference on System Sciences (HICSS),<\/span><\/i><span style=\"font-weight: 400;\"> Hawaii, USA, January 6-9, 2014.<\/span><\/span><\/p>\n<p><span style=\"font-size: 13px;\"><span style=\"font-weight: 400;\">While this review has served and continues to serve many scholars as a go-to paper for several aspects of gamification, the literature on gamification has exploded after its publication in the beginning of 2014. It has been exciting to follow the proliferation of the concept and the increase in research conducted in the field during these years, although at the same time the review has become more outdated year by year.<\/span><\/span><\/p>\n<p><span style=\"font-size: 13px;\"><span style=\"font-weight: 400;\">Therefore, we are happy to announce an updated and greatly extended version of the literature review !<\/span><\/span><\/p>\n<p><span style=\"font-size: 13px;\"><span style=\"font-weight: 400;\">Koivisto, J., &amp; Hamari, J. (2019). <\/span><b>The rise of motivational information systems: A review of gamification literature.<\/b> <i><span style=\"font-weight: 400;\">International Journal of Information Management,<\/span><\/i><span style=\"font-weight: 400;\"> 45, 191-210.<\/span><\/span><\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-1270 size-full\" src=\"https:\/\/webpages.tuni.fi\/gamification\/wp-content\/uploads\/2019\/06\/111.jpg\" alt=\"\" width=\"828\" height=\"626\" \/><\/p>\n<p><span style=\"font-weight: 400;\">During recent decades, we have witnessed glimpses of a fascinating emerging development where utilitarian and hedonic systems are in a state of spiraling convergence. Today, the spiral has made a full revolution, and we now see hedonic or entertainment-oriented technologies being re-appropriated for productive use. This development has been titled \u201cgamification\u201d and the phenomenon has quickly cemented itself as being one of the major developments in the information systems (IS) field and other domains. Hedonic information systems initially came about through the re-appropriation of instrumental information technology. Most notably, the first video games emerged from a playful re-appropriation of oscilloscopes \u2013 a seemingly utilitarian system (\u201cTennis for Two\u201d developed by Higinbotham in 1958 \u2013 see e.g. <span style=\"font-size: 10px;\">[42]<\/span>). Since then, we have witnessed a wide diffusion of game consoles (e.g. Pong in 1972, Atari 2600 in 1977, Nintendo in 1983, Xbox in 2002 etc.) and other video game applications. Forwarding to today, hedonic systems and software are everywhere, and are developed for the sole purpose of promoting user enjoyment. Furthermore, digital games have penetrated our everyday lives at an increasing pace and have now become a mainstream form of entertainment, enjoyed by people from all demographic groups (see e.g. <span style=\"font-size: 10px;\">[48][49]<\/span>). However, especially during the last ten years, we have come a full circle, and hedonic systems (and especially game designs) are currently merging back into utilitarian systems and even perhaps new strains of utilitarian systems are emerging from hedonic systems.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Games are especially known for their ability to engage and excite, and when playing games, people commonly experience e.g. mastery, competence, enjoyment, immersion, or flow, all of which are characteristic of intrinsically motivated human behavior (e.g. <span style=\"font-size: 10px;\">[19][37][11][38][1][46][50][8][9]<\/span>). An essential aspect of playing games is the self-purposeful nature of the activity, as well as the engagement and enjoyment of the activity. It is this nature of playing games that gamification technology attempts to capture, harness and implement into contexts that commonly have a more instrumental purpose (<span style=\"font-size: 10px;\">[20][19][30][39][47][31]<\/span>). When starting a game, a player accepts the contingency of the end result, however, the process is often enjoyable regardless of the outcome (see e.g. <span style=\"font-size: 10px;\">[34]<\/span>). Incorporating the engagement and enjoyment of the gameful process into activities outside games is at the core of what commonly is titled gamification; a design approach of employing game elements into different types of systems and services, with the goal of affording gameful experiences <span style=\"font-size: 10px;\">[19]<\/span>.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Since its conceptual inception around 2010, gamification has increasingly drawn the attention of academics and practitioners (see <span style=\"font-size: 10px;\">[21]<\/span>). In addition to gaining popular proponents, the approach has gained traction from positive prospects published in business analyses by Gartner (2011) and IEEE (2014) which predict that most companies and organizations will implement gamification in the near future. Consequently, operators in various fields have been attracted by the potential of gamification for inducing motivation and engagement for a diverse range of activities. This has led to gamification being implemented in domains such as enterprise resource planning <span style=\"font-size: 10px;\">[2][23]<\/span>, intra-organizational communication and activity <span style=\"font-size: 10px;\">[15][16][43]<\/span>, science <span style=\"font-size: 10px;\">[40]<\/span>, government services <span style=\"font-size: 10px;\">[4]<\/span>, public engagement <span style=\"font-size: 10px;\">[44]<\/span>, work and crowdsourcing (<span style=\"font-size: 10px;\">[32][14][27]<\/span> see also <span style=\"font-size: 10px;\">[35]<\/span> for a review), commerce <span style=\"font-size: 10px;\">[24][25]<\/span>, exercise <span style=\"font-size: 10px;\">[22][29]<\/span>, health (<span style=\"font-size: 10px;\">[28]<\/span>; see also <span style=\"font-size: 10px;\">[3]<\/span> for a review), education (e.g. <span style=\"font-size: 10px;\">[5][6][10][12][13][17][18][26][41]<\/span>), environmental behavior <span style=\"font-size: 10px;\">[32][33]<\/span>, as well as marketing and advertising <span style=\"font-size: 10px;\">[7]; [45]<\/span>, to name a few.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">The literature on gamification is rapidly increasing and spreading in many directions, but this is similar to any development that has great potential and which is surrounded by a crowd of hyped enthusiasts. In order to control and take advantage of this development, concerted efforts are needed to harness the literature and existing knowledge to productive use, and to provide the field with an agenda for further research. Gamification is still in its infancy and rapidly developing, but what is actually known of the phenomenon tends to stem from fragmented pieces of knowledge, and from a variety of perspectives. While some attempts have been made to synthesize the literature on gamification, previous reviews have been very focused in their scope. In order to provide both academics and practitioners with a more widespread view on the gamification phenomenon, a larger scale review of the phenomenon should help to map its development and progress, as well as aid in steering future literature and agendas. We firmly believe that gamification is especially an IS\/IT phenomenon, since it has at its core the use of leisure information systems (more specifically (video) games) and their design in a variety of utilitarian information system contexts. However, if we consider the host of literature on gamification that has been produced thus far, it appears to be relatively under-represented in IS literature, regardless of it clearly being an IS phenomenon. This suggests that other fields (especially those of education and human-computer interaction) have perhaps shown more innovation and openness in their approach to this prominent technological development. Therefore, it is also important to more broadly initiate a discussion about gamification in IS literature.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">In this study, it aimed to, firstly, comprehensively reviewed and synthesized the extant literature on the concept of gamification; and secondly, to theorized and delineated a further research agenda for the research of gamification and motivational information systems within the information systems research field. The review drew together the existent knowledge on the topic and presented it in a structured manner. The review process mainly followed the guidelines described by Webster and Watson <span style=\"font-size: 10px;\">[51]<\/span> and Par\u00e9 et al.<span style=\"font-size: 10px;\">[36]<\/span>. Over 800 papers have been categorized, and 273 empirical studies are analyzed in detail to outline the domains in which gamification is being implemented, how it is being implemented, how it has been studied, as well as identifying the kinds of results that have been produced thus far. The findings of the review indicated where research knowledge is already abundant, where further research is needed, and what steps should be taken in future research to develop knowledge on the topic.<\/span><\/p>\n<hr \/>\n<p><b>THE RISE OF MOTIVATIONAL INFORMATION SYSTEMS: A REVIEW OF GAMIFICATION RESEARCH <\/b><br \/>\n<a href=\"https:\/\/webpages.tuni.fi\/gamification\/members\/dr_jonna_koivisto\/\"><b>Jonna Koivisto<\/b><\/a><br \/>\n<a href=\"https:\/\/webpages.tuni.fi\/gamification\/members\/j-hamari\/\"><b>Juho Hamari<\/b><\/a><\/p>\n<p><b><i>Citation:<\/i><\/b> <span style=\"font-weight: 400;\">Koivisto, J., &amp; Hamari, J. (2019). <\/span><b>The rise of motivational information systems: A review of gamification research.<\/b><i><span style=\"font-weight: 400;\"> International Journal of Information Management, 45, 191-210.<\/span><\/i><\/p>\n<p><span style=\"font-weight: 400;\">Please see the paper for full details: <\/span><br \/>\n<a href=\"https:\/\/www.sciencedirect.com\/science\/article\/pii\/S0268401217305169\"><span style=\"font-weight: 400;\">Journal<\/span><\/a><br \/>\n<a href=\"https:\/\/www.researchgate.net\/publication\/326827455_The_rise_of_the_motivational_information_systems_A_review_of_gamification_research\"><span style=\"font-weight: 400;\">ResearchGate<\/span><\/a><\/p>\n<p><b>Abstract<\/b><br \/>\n<span style=\"font-size: 13px;\"><span style=\"font-weight: 400;\">Today, our reality and lives are increasingly game-like, not only because games have become a pervasive part of our lives, but also because activities, systems and services are increasingly gamified. Gamification refers to designing information systems to afford similar experiences and motivations as games do, and consequently, attempting to affect user behavior. In recent years, popularity of gamification has skyrocketed and manifested in growing numbers of gamified applications, as well as a rapidly increasing amount of research. However, this vein of research has mainly advanced without an agenda, theoretical guidance or a clear picture of the field.<\/span><br \/>\n<span style=\"font-weight: 400;\">To make the picture more coherent, we provide a comprehensive review of the gamification research (N=819 studies) and analyze the research models and results in empirical studies on gamification. While the results in general lean towards positive findings about the effectiveness of gamification, the amount of mixed results is remarkable. Furthermore, education, health and crowdsourcing as well as points, badges and leaderboards persist as the most common contexts and ways of implementing gamification. Concurrently, gamification research still lacks coherence in research models, and a consistency in the variables and theoretical foundations. As a final contribution of the review, we provide a comprehensive discussion, consisting of 15 future research trajectories, on future agenda for the growing vein of literature on gamification and gameful systems within the information system science field.<\/span><\/span><\/p>\n<p><b>References:<\/b><\/p>\n<p><span style=\"font-size: 12px;\"><span style=\"font-weight: 400;\">[1]Agarwal, R., and Karahanna, E. (2000) Time Flies When You\u2019re Having Fun: Cognitive Absorption and Beliefs About Information Technology Usage, MIS Quarterly 24(4): 665-694.<\/span><br \/>\n<span style=\"font-weight: 400;\">[2]Alcivar, I., and Abad, A. G. (2016) Design and evaluation of a gamified system for ERP training, Computers in Human Behavior 58: 109-118.<\/span><br \/>\n<span style=\"font-weight: 400;\">[3]Alah\u00e4iv\u00e4l\u00e4, T., and Oinas-Kukkonen, H. (20169 Understanding persuasion contexts in health gamification: a systematic analysis of gamified health behavior change support systems literature, International journal of medical informatics 96: 62-70.<\/span><br \/>\n<span style=\"font-weight: 400;\">[4]Bista, S. K., Nepal, S., Paris, C., and Colineau, N. (2014) Gamification for online communities: A case study for delivering government services, International Journal of Cooperative Information Systems 23(2).<\/span><br \/>\n<span style=\"font-weight: 400;\">[5]Bonde, M. T., Makransky, G., Wandall, J., Larsen, M. V., Morsing, M., Jarmer, H., and Sommer M. O. A. (2014) Improving biotech education through gamified laboratory simulations, Nature Biotechnology 32(7): 694-697.<\/span><br \/>\n<span style=\"font-weight: 400;\">[6]Christy, K. R., and Fox, J. (2014) Leaderboards in a virtual classroom: A test of stereotype threat and social comparison explanations for women\u2019s math performance, Computers and Education 78: 66-77.<\/span><br \/>\n<span style=\"font-weight: 400;\">[7]Cechanowicz, J., Gutwin, C., Brownell, B., and Goodfellow, L. (2013) Effects of gamification on participation and data quality in a real-world market research domain, in Proceedings of Gamification \u201913 Stratford (Ontario, Canada, October 2\u20134, 2013). 58-65.<\/span><br \/>\n<span style=\"font-weight: 400;\">[8]Cs\u00edkszentmih\u00e1lyi, M. (1975) Beyond boredom and anxiety: Experiencing flow in work and play, San Francisco: Jossey-Bass.<\/span><br \/>\n<span style=\"font-weight: 400;\">[9]Cs\u00edkszentmih\u00e1lyi, M. 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(2013) The effect of virtual achievements on student engagement, in Proceedings of CHI 2013: Changing perspectives (Paris, France, April 27\u2013May 2, 2013). 763\u2013772.<\/span><br \/>\n<span style=\"font-weight: 400;\">[13]Dom\u00ednguez, A., Saenz-de-Navarrete, J., de-Marcos, L., Fern\u00e1ndez-Sanz, L., Pag\u00e9s, C., and Mart\u00ednez-Herr\u00e1iz, J.-J. (2013) Gamifying learning experiences: Practical implications and outcomes, Computers and Education 63: 380-392.<\/span><br \/>\n<span style=\"font-weight: 400;\">[14]Eickhoff, C., Harris, C. G., de Vries, A. P., and Srinivasan, P. (2012) Quality through flow and immersion: Gamifying crowdsourced relevance assessments, in Proceedings of the 35th international ACM SIGIR conference on research and development in information retrieval (Portland, Oregon, USA, August 12\u201316, 2012). 871-880.<\/span><br \/>\n<span style=\"font-weight: 400;\">[15]Farzan, R., DiMicco, J. M., Millen, D. R., Brownholtz, B., Geyer, W., and Dugan, C. (2008a) When the experiment is over: Deploying an incentive system to all the users, in Symposium on Persuasive Technology (Aberdeen, Scotland, April, 2008).<\/span><br \/>\n<span style=\"font-weight: 400;\">[16]Farzan, R., DiMicco, J. M., Millen, D. R., Brownholtz, B., Geyer, W., and Dugan, C. (2008b) Results from deploying a participation incentive mechanism within the enterprise, in Proceedings of the twenty-sixth annual SIGCHI conference on human factors in computing systems (Florence, Italy, April 5\u201310, 2008). 563-572.<\/span><br \/>\n<span style=\"font-weight: 400;\">[17]Farzan, R., and Brusilovsky, P. (2011) Encouraging user participation in a course recommender system: An impact on user behavior, Computers in Human Behavior 27(1): 276-284.<\/span><br \/>\n<span style=\"font-weight: 400;\">[18]Filsecker, M., and Hickey, D. T. (2014) A multilevel analysis of the effects of external rewards on elementary students\u2019 motivation, engagement and learning in an educational game, Computers and Education 75: 136-148.<\/span><br \/>\n<span style=\"font-weight: 400;\">[19]Huotari, K., and Hamari, J. (2017) A definition for gamification: Anchoring gamification in the service marketing literature, Electronic Markets 27(1): 21-31.<\/span><br \/>\n<span style=\"font-weight: 400;\">[20]Hamari, J., and Koivisto, J. (2015b) Why do people use gamification services?, International Journal of Information Management 35(4): 419-431.<\/span><br \/>\n<span style=\"font-weight: 400;\">[21] Hamari, J., Koivisto, J., and Sarsa, H. 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(2013) Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service, Electronic Commerce Research and Applications 12(4): 236-245.<\/span><br \/>\n<span style=\"font-weight: 400;\">[25]Hamari, J. (2015) Why do people buy virtual goods? Attitude towards virtual good purchases versus game enjoyment, International Journal of Information Management 35(3): 299\u2013308.<\/span><br \/>\n<span style=\"font-weight: 400;\">[26]Hakulinen, L., Auvinen, T., and Korhonen, A. (2013) Empirical study on the effect of achievement badges in TRAKLA2 online learning environment, in Proceedings of learning and teaching in computing and engineering (LaTiCE) conference (Macau, March 21\u201324, 2013). 47\u201354.<\/span><br \/>\n<span style=\"font-weight: 400;\">[27]Ipeirotis, P. G., and Gabrilovich, E. (2014) Quizz: targeted crowdsourcing with a billion (potential) users, in Proceedings of WWW \u201914 (Seoul, Korea, April 7\u201311, 2014). 143-154.<\/span><br \/>\n<span style=\"font-weight: 400;\">[28]Jones, B. A., Madden, G. J., and Wengreen, H. J. (2014) The FIT game: Preliminary evaluation of a gamification approach to increasing fruit and vegetable consumption in school, Preventive Medicine 68: 76-79.<\/span><br \/>\n<span style=\"font-weight: 400;\">[29]Koivisto, J., and Hamari, J. (2014) Demographic differences in perceived benefits from gamification, Computers in Human Behavior 35: 179-188.<\/span><br \/>\n<span style=\"font-weight: 400;\">[30]Liu, D., Xun, L., and Santhanam, R. (2013) Digital games and beyond? What happens when player compete?, MIS Quarterly 37(1): 111-124.<\/span><br \/>\n<span style=\"font-weight: 400;\">[31]Liu, D., Santhanam, R., and Webster, J. (2017) Towards Meaningful Engagement: A Framework for Design and Research of Gamified Information Systems, MIS Quarterly 41(4): 1011-1034.<\/span><br \/>\n<span style=\"font-weight: 400;\">[32]Lee, J. J., Ceyhan, P., Jordan-Cooley, W., and Sung, W. (2013) GREENIFY: A real world action game for climate change education, Simulation and Gaming 44(2\u20133): 349-365.<\/span><br \/>\n<span style=\"font-weight: 400;\">[33]Lounis, S., Pramatari, K., and Theotokis, A. (2014) Gamification is all about fun: The role of incentive type and community collaboration, in Proceedings of ECIS 2014 (Tel Aviv, Israel, June 9\u201311, 2014). 1-14.<\/span><br \/>\n<span style=\"font-weight: 400;\">[34]Malaby, T. M. (2007) Beyond Play: A New Approach to Games, Games and Culture 2(2): 95-113.<\/span><br \/>\n<span style=\"font-weight: 400;\">[35]Morschheuser, B., Hamari, J., Koivisto, J., and Maedche, A. (2017) Gamified crowdsourcing: Conceptualization, literature review, and future agenda, International Journal of Human-Computer Studies, 106, 26-43.<\/span><br \/>\n<span style=\"font-weight: 400;\">[36]Par\u00e9, G., Trudel, M. C., Jaana, M., and Kitsiou, S. (2015) Synthesizing information systems knowledge: A typology of literature reviews, Information &amp; Management 52(2): 183-199.<\/span><br \/>\n<span style=\"font-weight: 400;\">[37]Ryan, R. M., Rigby, C. S., and Przybylski, A. (2006) The motivational pull of video games: A self- determination theory approach, Motivation and Emotion 30(4): 344-360.<\/span><br \/>\n<span style=\"font-weight: 400;\">[38]Ryan, R. M., and Deci, E. L. (2000) Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being, American Psychologist 55(1): 68-78.<\/span><br \/>\n<span style=\"font-weight: 400;\">[39]Santhanam, R., Liu, D., and Shen, W. C. M. (2016) Research Note &#8211; Gamification of Technology- Mediated Training: Not All Competitions Are the Same, Information Systems Research 27(2): 453- 465.<\/span><br \/>\n<span style=\"font-weight: 400;\">[40]S\u00f8rensen, J. J. W., Pedersen, M. K., Munch, M., Haikka, P., Jensen, J. H., Planke, T., Andreasen, M. G., Gajdacz, M., M\u00f8lmer, K., Lieberoth, A., and Sherson, J. F. (2016) Exploring the quantum speed limit with computer games, Nature 532: 210-213.<\/span><br \/>\n<span style=\"font-weight: 400;\">[41]Sim\u00f5es, J., D\u00edaz Redondo, R., and Fern\u00e1ndez Vilas, A. (2013) A social gamification framework for a K-6 learning platform, Computers in Human Behavior 29(2): 345-353.<\/span><br \/>\n<span style=\"font-weight: 400;\">[42]Tavinor, G. (2009) The Art of Videogames, Malden, MA: Wiley-Blackwell.<\/span><br \/>\n<span style=\"font-weight: 400;\">[43]Thom, J., Millen, D., and DiMicco, J. (2012) Removing gamification from an enterprise SNS, in Proceedings of the ACM 2012 Conference on Computer Supported Cooperative Work (Seattle, Washington, USA, February 11\u201315, 2012). 1067-1070.<\/span><br \/>\n<span style=\"font-weight: 400;\">[44]Tolmie, P., Chamberlain, A., and Benford, S. (2014) Designing for reportability: Sustainable gamification, public engagement, and promoting environmental debate, Personal and Ubiquitous Computing 18(7): 1763-1774.<\/span><br \/>\n<span style=\"font-weight: 400;\">[45]Terlutter, R., and Capella, M. L. (2013) The gamification of advertising: Analysis and research directions of in-game advertising, advergames, and advertising in social network games, Journal of Advertising 42(2-3): 95-112.<\/span><br \/>\n<span style=\"font-weight: 400;\">[46]Venkatesh, V. (1999) Creation of Favorable User Perceptions: Exploring the Role of Intrinsic Motivation, MIS Quarterly 23(2): 239-260.<\/span><br \/>\n<span style=\"font-weight: 400;\">[47]Vesa, M., Hamari, J., Harviainen, J. T., and Warmelink, H. (2017) Computer Games and Organization Studies, Organization Studies 38(2): 273-284.<\/span><br \/>\n<span style=\"font-weight: 400;\">[48]Williams, D., Yee, N., and Caplan, S. E. (2008) Who plays, how much, and why? Debunking the stereotypical gamer profile, Journal of Computer-Mediated Communication 13(4): 993-1018.<\/span><br \/>\n<span style=\"font-weight: 400;\">[49]Williams, D., Consalvo, M., Caplan, S., and Yee, N. (2009) Looking for gender: Gender roles and behaviors among online gamers, Journal of Communication 59(4): 700-725.<\/span><br \/>\n<span style=\"font-weight: 400;\">[50]Webster, J. and Martocchio, J. J. (1992) Microcomputer Playfulness: Development of a Measure with Workplace Implications, MIS Quarterly 16(2): 201-226.<\/span><br \/>\n<span style=\"font-weight: 400;\">[51]Webster, J. and Watson, R. T. (2002) Analyzing the Past to Prepare for the Future: Writing a Literature Review, MIS Quarterly 26(2): xiii\u2013xxiii.<\/span><\/span><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Epilogue \/ acknowledgement. Back in 2012-2013, we conducted a rather modest but popular literature review on then extant empirical literature that had examined gamification: Hamari, J., Koivisto, J., &amp; Sarsa, H. (2014). Does gamification work? \u2013 a literature review of empirical studies on gamification. In&#8230;<\/p>\n","protected":false},"author":7,"featured_media":1270,"comment_status":"closed","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[12,20],"tags":[],"_links":{"self":[{"href":"https:\/\/webpages.tuni.fi\/gamification\/wp-json\/wp\/v2\/posts\/1269"}],"collection":[{"href":"https:\/\/webpages.tuni.fi\/gamification\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/webpages.tuni.fi\/gamification\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/webpages.tuni.fi\/gamification\/wp-json\/wp\/v2\/users\/7"}],"replies":[{"embeddable":true,"href":"https:\/\/webpages.tuni.fi\/gamification\/wp-json\/wp\/v2\/comments?post=1269"}],"version-history":[{"count":0,"href":"https:\/\/webpages.tuni.fi\/gamification\/wp-json\/wp\/v2\/posts\/1269\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/webpages.tuni.fi\/gamification\/wp-json\/wp\/v2\/media\/1270"}],"wp:attachment":[{"href":"https:\/\/webpages.tuni.fi\/gamification\/wp-json\/wp\/v2\/media?parent=1269"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/webpages.tuni.fi\/gamification\/wp-json\/wp\/v2\/categories?post=1269"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/webpages.tuni.fi\/gamification\/wp-json\/wp\/v2\/tags?post=1269"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}