Gamification and Motivation
Community Energy workers are typically interested in motivating members of the public to take action in areas such as energy conservation and the adoption of renewable energy supplies.
Gamification has been considered as a method of informing and motivating its users in a variety of fields, and a brief description of a recent paper reviewing gamification in general follows. Readers may conclude that gamification could be usefully applied to Community Energy, as a method of increasing public engagement, and further posts on this topic are planned.
The rise of
motivational information systems: A review of gamification research
by Jonna Koivistoa
and Juho Hamaria,
Gamification Group,
Faculty of Information Technology and Communications, Tampere
University
International
Journal of Information Management 45, 2019 (Open access)
The abstract defines
the topic: “Gamification refers to designing information systems to
afford similar experiences and motivations as games do, and
consequently, attempting to affect user behavior.” The authors note
that “In recent years,
popularity of gamification has skyrocketed” and go on to offer a
review of gamification research.
The introduction
first outlines the historical development of video games, and then
moves on to note some of the areas to which gamification has been
applied since its emergence in 2010. These include commerce,
education, health, exercise, marketing and advertising, and
environmental behaviour.
The last of these is
of particular interest in the context of this post.
Some key experiences
in games play are enjoyment, flow, autonomy, mastery, and
accomplishment. These can be harnessed in gamification and directed
towards ends related to a different environment. “The potential of
gamification lies in the restructuring of tasks and activities with
game elements and gameful affordances.” (Examples of affordances
include challenges, levels, status bars, quizzes, competitions,
avatars, role-play, virtual currency, etc.).Techniques include
splitting tasks into sub-tasks, giving direct feedback on progress,
re-framing tasks through narrative, and recruiting community support.
Successful design can lead users to desirable psychological and
behavioural outcomes.
The authors note the
increasing frequency of publications on gamification and classify
them according to various conceptual schemes. 462 publications are
classified as empirical, non-empirical, descriptive and conceptual,
and divided into subject domains. The largest domain by far is
Education/Learning, with 196 entries, whereas the domain most
likely to be relevant to Community Energy is Ecological/environmental
behavior with 18 entries. A critical analysis of the aspects of
gamification studied in the various papers reviewed is presented, as
is an agenda for future research.
The reviewers
comment that “Encouraging communal engagement and cooperative
activity is considerably less studied [than Education/Learning], but
would provide an interesting potential avenue of research”.
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