Stefanie Hermann
Master of Science in International Management
2010/2011
Extract: Research Results – Empirical Data Ascertainment Adjusted for the interview experts
ANYTHING CAN BE FUN
GAMIFICATION AS AMPLIFIER FOR USERS’ MOTIVATION AND ACTION - With reference to the online-based innovation platform
Swisscom Labs
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Stefanie Hermann 2
6 EMPIRICAL DATA ASCERTAINMENT AND EVALUATION
This paragraph shall investigate prior developed research questions by conducting an
empirical ascertainment. Before the results of the investigation will be presented, an
overview of the applied research methodology will be given.
6.1 Research Methodology
Herein the research objective, research design and research method of the following
primary research will be described in detail and topped off with a critical review.
6.1.1 Objective
The objective of the subsequent primary research is to examine previously established
gamification theory and to gain further profound insights into gamification as
amplifier for users’ motivation and action and its proper application by testing prior
developed research questions. In this context, explorative research will be applied.
Explorative market research compensates a lack of knowledge by gaining insights
into a problem area (Buber 2009, Kuß and Eisend 2010). Although, gamification
recently undergoes more and more investigation in form of books and conferences,
the topic is still quite recent and lacks profound and proven popular theory or long-
term experience. Thus, the primary research is based on data gained from secondary
research (Kuß and Eisend 2010) and follows explorative patterns to examine
previously formulated research questions.
6.1.2 Research design
Explorative research rather refers to qualitative than quantitative research design. This
is because qualitative research seeks diverse and profound insights into the objective
of the study (Kuß and Eisend 2010) and seeks to understand phenomena in context-
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specific settings (Golafshani 2003). Moreover, qualitative research delivers
comprehensive data and gains importance for academic and commercial market
research (Buber 2009).
Therefore, qualitative research is applied to gain profound and diverse insights into
the research area of gamification and to analyze the connection between theory and
reality (Kuß and Eisend 2010). In contrast to quantitative research, the following
explorative qualitative research involves less quantifiable statements and small and
less representative samples. Moreover, findings will not allow hard and rapid
conclusions (Kuß and Eisend 2010).
6.1.3 Research method Since the particular objective of the primary research constitutes an explorative
qualitative approach, expert interviews are conducted, as they are the most convenient
method in the context of explorative conversations (Buber 2009). Experts are
particularly capable in the field of research to receive desired information (Kuß and
Eisend 2010). They are equipped with comprehensive and accurate knowledge within
a particular area and they offer principal problem solutions (Buber 2009). Moreover,
within expert interviews, bibliography and thus the interviewee take a backseat, as the
objective is the inquiry and pursuit of expert knowledge (Mey and Mruck 2011).
Thus, the following primary research involves interviews of experts in the field of
gamification and game design to receive profound insights and to explore arguments
and explanations, whereby prior established research questions are clarified and
investigated. A heterogeneous group of experts was selected throughout secondary
research. The chosen experts have different educational and practical backgrounds.
Thus, the selection involves game designers, self-appointed gamification experts and
experts with a psychological background. Moreover, while some experts have
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profound theoretical knowledge about gamification, others have practical knowledge
and experience in the field of study. In this way, different trains of thoughts regarding
gamification can be revealed.
6.1.3.1 Expert interview guideline
The interview guideline and questions were developed by the author and
simultaneously researcher of this Master thesis. After a first draft of the interview
guideline had been developed, it was discussed with the supervisors of the Master
thesis in hand. At the same time, colleagues were asked to give their feedback on the
understanding and formulation of particular themes and questions. After all feedback
had been considered, the final version of the expert interview guideline was
developed, taking account of the scientifically correct formulation of questions, which
properly circle around the particular research questions to be investigated.
During the design of the interview guideline, its explorative intention to winkle out as
many profound insights and information as possible had to be considered. The final
version of the interview guideline is semi-standardized, giving both interviewee and
interviewer freedom of speech (Mey and Mruck 2011). The guideline is subdivided
into five themes, each relating to a particular research question. The themes are fixed
to examine the research questions (Buber 2009), but must not follow a specific order.
Moreover, the guideline involves neither fixed question formulations nor
predetermined answer opportunities. The interview questions serve as a means for the
interviewer to guide the expert through each particular theme. They follow an open
style, providing no restrictions on the content to enable the interviewee to participate
actively into the conversation (Buber 2009). Thus, depending on the course of the
interview, additional unplanned questions may be asked to follow up on what the
experts say (Robson 2011).
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The expert interviews are estimated at 30 minutes. The length of time is justified by
the fact, that sessions less than 30 minutes may not be valuable and sessions longer
than 60 minutes may be too time-consuming for busy interviewees (Robson 2011).
The identified gamification experts are very busy with projects and speeches of their
own and a limited time frame increases the likelihood of their participation.
Moreover, since the experts come from different countries, the majority of interviews
was conducted via telephone and thus had to be relatively short, whereby 30 minutes
are a recommended time frame (Robson 2011).
6.1.3.2 Execution of expert interviews
The expert interviews were conducted verbally in form of individual interviews either
face-to-face or via telephone, depending on the location or schedule of the experts.
Moreover, the interviews took place within a timeframe of two weeks, between the 4th
of August 2011 and 16th of August 2011. Altogether ten experts were interviewed.
Due to privacy reasons, the names of the ten experts are not disclosed in this extract.
The interviews were conducted on workdays only, whereby time differences had to be
considered in selected cases. To fully exploit the short 30-minute time frame per
session, the experts received the topic overview beforehand to be prepared. However,
the 30 minutes were not treated as strict deadline, so that the interviews were gladly
extended as far as the experts agreed.
All of the experts had been contacted and asked to participate in written form.
6.1.4 Critical review
Looking critically at the data ascertainment, it must be admitted that it underlies
certain limitations.
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First of all, the amount of conducted interviews may meet criticism concerning
insufficient statistical representativity. However, different from quantitative research,
statistical representativity is not the focus within explorative qualitative research as it
emphasizes on the discovery of profound insights regarding the object of study (Kuß
and Eisend 2010). Moreover, the explorative qualitative research usually involves
small and less representative samples of informants, mostly less than ten in number
(Kuß and Eisend 2010).
One must take into account that the expert insights rest upon assumptions, personal
research and experience only. This is due to the recency of the topic, which hampers
long-term experience as well as quantitative proofs at that moment. Thus, the results
will not allow hard conclusions. This may imply that the experts will not directly
validate the research questions but rather enhance them and jointly derive new ones to
be tested in the future.
Moreover, the experts may treat the discussion themes differently. On the one hand,
the research questions may turn out to be overbroad, leaving room for too much
interpretation. On the other hand, different educational and practical backgrounds of
the heterogeneous expert group may lead to different opinions and mindsets towards
gamification, resulting in varying conversational depth within the topics.
Additionally, varying interview length will also reflect in the conversational depth
among certain topics, so that some experts may spawn more detailed information than
others. Besides, the open question design of the interview guideline may have limiting
effects, so that the course of conversation may differ among the experts, restricting
the egality of the interviews.
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Moreover, it may occur that the expert insights, especially of game designers, are too
closely connected to games. In this case, one must keep in mind that gamification
applies to real world problems and thus, the taxonomy and experience from games is
not one-to-one transferrable to gamification.
Potential bias emerging from telephone interviews is avoided as effectively as
possible, by recording all interviews with a dictating machine. The recordings also
serve as proof for the researcher’s objectivity and the study’s quality, trustworthiness
and credibility (Golafshani 2003).
Finally, one needs to consider the so-called interviewer-bias, which occurs within
qualitative interviews when the potential influence of an untrained interviewer may
lead to distorted results (Robson 2011, Kuß and Eisend 2010). Contortions may occur
when the interviewer influences the interviewee’s answer behavior through his or her
personality or behavior. Also, if the interviewer himself has a prominent opinion
towards the object of study, his or her perception may be selective. In this context, the
interviewer has a tendency to perceive answers in a way that fits his or her
expectations and thus distorts them (Kuß and Eisend 2010).
6.2 Research results
In the following, prior developed and operationalized research questions will be
examined concerning their validity by analyzing and summarizing the results obtained
from the ten expert interviews. In this context, the recorded interviews serve as source
of information. To start with, chapter 6.2.1 presents the experts’ general
understanding and definition of gamification. Subsequently, chapter 6.2.2 depicts the
experts’ experiences and knowledge about the themes surrounding the five research
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questions to either verify or falsify them. Finally, chapter 6.2.3 reveals some
additional remarks of the experts regarding gamification in general.
6.2.1 An introductory definition of gamification
The majority of experts agrees on a general definition of gamification, which is in line
with the definition given in the theoretical work-up in chapter 3. The experts define
gamification as the use of game elements, such as game mechanics, game design
principals and game psychology, in non-gaming contexts. Thus, success factors of
games are isolated and integrated into other areas, making ordinary tasks more playful
and fun. In the experts’ opinion, gamification follows the objective to drive user
behavior, whereby engagement and motivation were predominantly mentioned. This
insight corresponds to the identified purpose in chapter 3.1. However, gamification
has other positive side effects. In this context loyalty, satisfaction, user experience,
product awareness and increased consumption were mentioned.
Moreover, the experts highlight that gamification applies in several industries,
whereby it depicts an objective tool that allows better decision-making, as it enables
transparency through user tracking.
However, besides praise gamification also meets criticism. Not any given product or
service can be made a game, as its application is not appropriate in each case. This
statement adds to the criticism introduced in chapter 3, saying that gamification
cannot solve profound business problems (Zichermann and Cunningham 2011). A
minority of experts perceives the term gamification as misleading, because one
automatically thinks of games, whereby applied game-stimuli do not necessarily
transform activities into games. Instead, it makes them more enjoyable and thus the
terms “game-thinking” or “gamefulness” were proposed.
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6.2.2 Creating and applying proper gamification
In the following, the experts’ insights into the five prior established research questions
will be revealed and the research questions will be investigated concerning their
validity.
6.2.2.1 Gamification in online and offline environments
The majority of experts is convinced that the environment, whether online or offline,
is irrelevant regarding the success of gamification. That is because gamification is not
tied to digital or network technology, as games are a trans-media phenomenon.
Moreover, success rather depends on the context, the target audience and the proper
usage of motivational incentives, making the environment less important.
However, the experts termed advantages and disadvantages for each environment.
Offline environments enable particular emotional dimensions, such as sensuality and
physicality that online environments lack. Nevertheless, gamification is difficult to
perform in offline environments, because it is challenging to move people. Moreover,
people may be annoyed by artificial rules and memberships. On the contrary, in
online environments gamified applications are cheaper to conduct as they reach a
larger base audience and spread virally. Moreover, more scalable interaction enables
user tracking and monitoring to understand user behavior and to realize and visualize
success. In this context, competition and cooperation is encouraged, as users compare
themselves with a large group of other players. However, the experts highlight that
the distinction between online and offline environments becomes increasingly
obsolete, as people are constantly using the Internet and due to the increasing
prominence of mobile devices and GPS functions.
Thus, a combination of both environments’ properties may provide the key to success.
In this way user behavior can be quantified in the real world and synchronized to
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computers to evaluate and compare the generated data. Still, a minority of experts
assumes that a higher degree of connection to the Internet provides more
opportunities for success, because it enables more networking and interaction.
Moreover, since gamification evolved from the social and digital media industry, the
majority of the experts agrees that most current gamified applications apply online
and one can assume that all current offline applications will be transferred to online
environments in the future.
As most experts perceive the environment as irrelevant regarding the success of
gamification, the research question Gamification is equally successful in online and
offline environments can be verified. This result explains why both, gamified
applications tied to the online or offline world, as mentioned in chapter 3, can perform
equally successfully. Moreover, the result is in line with the findings throughout the
best practice examples (chapter 5). However, the best practice examples demonstrate
and several experts highlight the growing predominance of the Internet and the
increasing prominence of mobile devices and GPS functions, making the inclusion of
online environments more and more essential.
6.2.2.2 Considering social player motivation
The experts’ opinions are divided concerning the importance of social player
interaction. To start with, almost half of all experts argue that all games are at the core
social, providing people with a context to hang out, socialize and to have fun.
The minority of the experts questioned is convinced that gamified applications must
involve social interaction to be successful, as they perceive sociability as strong
motivation mechanism and single most important form of interaction. In their opinion,
a lot of experience fails because it is not social enough. Thus, focusing on social
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interaction and building other motivations like achievement and exploration around it
to activate other players, is most likely the key to success. In contrast to that the vast
majority of experts is confident that gamification must not involve social gameplay to
be successful, as various gamified applications prove. However, most of them admit
that it depends on the application’s context and the audience’s motivation whether
social interaction is important. Moreover, most experts of the vast majority admit that
people are social beings, so that social interaction provides an advantage that creates
value for the platform.
The experts’ opinions differ strongly regarding the utilization of social interaction in
form of cooperation and competition within gamified applications. One assumption is
that cooperation and competition are not mutually exclusive. Another assumption
implies that the target audience and the underlying application determine whether
cooperation or competition should be applied. Moreover, disagreement exists whether
cooperation or competition is more likely to achieve sustainable user engagement.
However, the application of social interaction meets criticism, implying that
gamification does not play a decisive role within cooperative environments and that
competition must be more playful than business contexts often allow. Moreover, the
media overvalue social interaction, making it over-used soon as already numerous
platforms enable social interaction.
As the vast majority of experts is convinced that social interaction must not
necessarily be part of gamification to make it successful, the research question
Successful gamified applications must involve social gameplay motivations can be
falsified. This result lurked already in the best practice examples, because “Miles &
More” is successful without targeting social interaction. However, since the majority
of experts perceive the significance of sociality among humans and most best practice
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examples (chapter 5) demonstrate successful utilization of social gameplay, the
inclusion of social interaction appears to be an advantage.
6.2.2.3 Proper alignment of intrinsic and extrinsic motivation
The vast majority of experts is convinced that intrinsic motivators are more effective
than extrinsic motivators in sustaining user engagement. This is because games in
general are a voluntary action, which is performed when it embodies relevance and
value for users, making the activity inherently enjoyable. Although, extrinsic
motivation can be powerful, some experts argue that focusing on extrinsic motivation
only will fail, because they cannot turn boring activities into fun and, referring to the
over-justification effect, extrinsic motivation may decrease initial intrinsic motivation.
Thus, the majority of experts explains that intrinsic motivation is stronger and more
valuable by providing an epic meaning, such as being part of a larger mission or
making the world a better place.
Although the minority of the experts questioned states that intrinsic and extrinsic
motivators are equally important and effective, because one cannot neglect the
importance of extrinsic motivation as a result of the extrinsically driven economic
system, almost half of the experts claim that it eventually depends on the target group,
the underlying application and the company goal whether intrinsic or extrinsic
motivation is more effective. In this context, the majority of the experts perceives
extrinsic motivation as short-term effective and intrinsic motivation as long-term
effective.
However, the majority of the experts concludes that a combination of intrinsic and
extrinsic motivation makes up the key to success. In their opinion, extrinsic
motivators must be properly aligned to users’ intrinsic motivation, being a
reinforcement of it. This way, extrinsic motivators activate intrinsic motivation,
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whereby the adjusting screws must be watched narrowly regarding the over-
justification effect.
The results from the expert interviews partly verify the research question Intrinsic
motivators are more effective than extrinsic motivators within gamification. This
result is in line with the gamification theory (chapter 3.4.1) and the assessment of the
best practices (chapter 5). However, the theory, the best practices and the experts
clarify that a proper combination of intrinsic and extrinsic motivators is the key to
success. This is because extrinsic motivators can reinforce intrinsic motivation,
whereby a proper weighing of the two motivators is crucial to prevent the over-
justification effect, which was elucidated in chapter 2.2.3. Moreover, the underlying
application, its target group and the particular company goal must be considered.
6.2.2.4 Quest for properly designed challenges
The expert interviews reveal that challenges within gamified applications cannot be
generalized and no one-size-fits-all exists. In this context, the majority of the experts
questioned is convinced that the challenge setup must be tailor-made depending on
the context and the target audience.
However, the experts introduced a few rules that serve as guideline for an appropriate
challenge set-up. First of all, besides being solvable, challenges must build on the
flow theory (chapter 2.3.2.2). Thus, to match user capability at any time, being neither
too difficult nor too simple, challenges must be progressive and evolve over time in
line with player skill level and motivation. However, a single opinion expresses that
flow-like experiences, such as control, arousal and relaxation (chapter 3.4.2), are
likewise effective. Moreover, in line with the flow theory, the set-up of challenges
depends on the users’ stage within the player life cycle, so that people at different
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stages demand different challenges. While onboarding challenges should be rather
simple, they must become more difficult and complex when users progress. In
addition, challenges must be constantly accessible to support players’ achievement
behavior. In this context, players receive challenges either passively or they actively
choose to take new challenges or even customize challenges themselves. Finally,
challenges must be agile and need constant update and refreshment to add new
functionality and avoid users hacking the system and to keep pace with changing user
behavior and new technologies.
The results from the expert interviews falsify the research question To engage broad
audiences, gamification must involve diverse challenges, because challenges cannot
be generalized and the term “diverse” itself is too universal in this context. Diversity
should rather refer to the approach to the challenge set-up. In this context flow theory,
player life cycle, accessibility and refreshment play an important role. Although
within the presented best practice examples (chapter 5) the challenges vary in
complexity, content, level of difficulty and customizability, they are tailor-made for
each specific underlying context and target group. Thus, already within the best
practice assessment one could have recognized that challenges must not be diverse to
attract broad audiences but rather be tailor-made to properly address the desired target
group.
6.2.2.5 Significance of the player life cycle As the expert interviews reveal the critical edge among the player life cycle depends
on the underlying application, the target audience and the business goal. Concerning
the latter, to attract a large audience to increase user numbers, priority is given to
novices. In contrast to that, when focusing on small committed target groups to
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sustain user engagement, priority is given to experts and masters. Thus, to sustain user
engagement, masters are most valuable, being creative, moderating systems, attracting
and supporting novices without producing costs for the company.
While a single opinion views onboarding as obviously necessary step, the vast
majority agrees that the novice stage is critical, because the application must be
perceived as joyful to attract, excite and convince people. Many companies fail to
convert non-users into novices.
However, a minority of experts perceives the transition stage from novice to expert as
equally crucial, because this moment decides whether user engagement will be
sustainable. In this context, another minority highlights that each transition between
stages within the player life cycle is risky, because most players are lost throughout
their progression when it becomes too difficult or getting onto the next level in the
reward system is too laborious.
Although the interviews reveal that a proper onboarding set-up is context and target
group specific, some general recommendations were given. First of all, to attract
users, the gamified application’s value and uniqueness must be immediately
graspable. Next, interactive tutorials, enabling “learning by doing” rather than being
explained, help users to understand the system. Moreover, simplicity constitutes a key
component, meaning that cascading information series reveal system functionalities
on an “as-need basis” so that at the beginning only core functions are introduced.
Moreover, rewarding users early and often and giving them immediate feedback
increases their motivation. Finally, failure is destructive and must be prevented by
offering alternatives, such as side quests to advance and eventually succeed.
However, it should not go unmentioned that the three-stage player life cycle,
introduced in chapter 3.4.3 meets criticism, as a minority of experts perceives it as
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over-simplified and context-specific, arguing that more than three stages exist.
However, they admit that it serves as initial guidance to understand players.
The results from the expert interviews verify the research question if the onboarding
process is flawed, gamified applications fail, which is in line with the results from the
best practice examples (chapter 5). Both, the experts and the best practices reveal that
no role model for successful onboarding exists, because it depends on the underlying
application, the target group and the business goal. However, besides onboarding, the
transitions between player life cycle stages must not be neglected. This becomes even
more important for companies, targeting sustainable and valuable user engagement.
6.2.3 Concluding remarks about gamification Apart from the discourse concerning the research questions, the experts revealed
additional insights. In line with the theory illustrated in chapter 3, several experts
mentioned that gamification is not new, as the influence of user behavior has already
been applied for several years. Simply innovative technology turned it into a hot
topic, enabling cheap registration and evaluation of human behavior. In this context,
the usage of mobile applications in the field of gamification becomes increasingly
important.
Throughout the discussion of social player motivation, some experts agreed that the
player typology frameworks, introduced in chapter 3.3, are overrated and incomplete
and cannot be mapped to the context of gamification. Still, the majority of experts is
convinced that player typology frameworks might serve as initial guidance. This is in
line with the insights of chapter 3.3, which reveal that player typology frameworks are
not one-to-one applicable to gamification. While some experts recommend focusing
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on one player type only to address it properly, others recommend targeting different
player types to reach a broader audience and to create a holistic experience. However,
the vast majority of experts highlights that one best understands the potential target
group and their motivation by conducting comprehensive market research and
creating personas rather than referring to player types only.
Moreover, a minority of experts recommends the consideration of the so-called
motivation-ability-trigger model for the set-up of an appropriate gamification design.
All three components, motivation, ability and trigger underlie human behavior and
must be properly aligned or happen at the same time. While motivation depicts a
person’s willingness to perform, ability means that a person can do it and trigger
means that the person is told to do it.
Finally, a minority of experts expresses criticism, saying that the gamification trend
will not last too long, because of the increasing social media opportunities, which start
to overwhelm and annoy people, as they cannot process the plentitude of information
anymore.
6.3 Summary of research results
Chapter 6.2 disclosed expert insights regarding pre-determined topics within the field
of gamification and in this context prior established research questions were examined
concerning their validity. Summarizing, it can be said that the most striking insight is
that any gamification set-up, involving the environment, user motivation, player type,
challenge design or player progression, cannot be generalized and always depends on
the context of the underlying application, the target audience and the business
objective. Thus, no role model for gamification exists, which is one-to-one
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transferrable, because gamification is most likely to succeed if it is tailor-made, taking
account of the above-mentioned dependencies.
Figure 41 summarizes the results from the conducted research question validation.
Figure 41: Results from research question investigation
Source: Own illustration