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Game Research Lab, School of Information Sciences, FIN-33014 University of Tampere, Finland
Aalto University School of Business, P.O. Box 21220, 00076 Aalto, Finland
a r t i c l e
i n f o
Article history:
Available online 13 May 2015
Keywords:
Gamication
Online game
Persuasive technology
eHealth
Technology acceptance
a b s t r a c t
In recent years, technology has been increasingly harnessed for motivating and supporting people toward
various individually and collectively benecial behaviors. One of the most popular developments in this
eld has been titled gamication. Gamication refers to technologies that attempt to promote intrinsic
motivations toward various activities, commonly, by employing design characteristic to games. However,
a dearth of empirical evidence still exists regarding why people want to use gamication services. Based
on survey data gathered from the users of a gamication service, we examine the relationship between
utilitarian, hedonic and social motivations and continued use intention as well as attitude toward gamication. The results suggest that the relationship between utilitarian benets and use is mediated by the
attitude toward the use of gamication, while hedonic aspects have a direct positive relationship with
use. Social factors are strongly associated with attitude, but show only a weak further association with
the intentions to continue the use of a gamication service.
2015 Elsevier Ltd. All rights reserved.
1. Introduction
In recent years, technology has been increasingly harnessed for
motivating people and providing support toward various individually and collectively benecial behaviors. Perhaps the most popular
development in this area has been gamication, which refers to
technologies that attempt to promote intrinsic motivations toward
various activities, commonly, by employing design characteristic to
games (Deterding, Dixon, Khaled, & Nacke, 2011; Hamari, Huotari,
& Tolvanen, 2015; Huotari & Hamari, 2012). Typical elements in
gamication include, for example, points, leaderboards, achievements, feedback, clear goals and narrative (see Hamari, Koivisto,
& Pakkanen 2014; Hamari, Koivisto, & Sarsa, 2014 for reviews of
gamication and persuasion mechanics in related research). Gamication has thus far been implemented in a variety of contexts,
from exercise (Fitocracy) and overall wellbeing (Mindbloom), to
sustainable consumption (Recyclebank) and consumer behavior
(Foursquare). Gamication is a manifold socio-technological phenomenon with claimed potential to provide a multitude of benets
(Deterding et al., 2011; Huotari & Hamari, 2012) such as enjoyment
as well as social benets through communities and social interaction. Moreover, as the goal of gamication is often to progress
Corresponding author. Tel.: +358 50 318 73 63.
E-mail addresses: juho.hamari@uta. (J. Hamari), jonna.koivisto@uta.
(J. Koivisto).
http://dx.doi.org/10.1016/j.ijinfomgt.2015.04.006
0268-4012/ 2015 Elsevier Ltd. All rights reserved.
420
421
1991; Fishbein & Ajzen, 1975). In a gamication context, an attitude toward the gamied service can be similarly be considered to
affect the intention to use it.
To investigate the factors that drive the use of gamication,
we examine the relationship between various antecedents and
user intentions of continuing the use of the system. The studied dependent variable is therefore continued use, which refers
to the intentions to continue using the system in the future
(Bhattacherjee, 2001). The benets of gamication are divided into
three categories: (1) utilitarian, operationalized as usefulness and
ease of use, (2) hedonic, operationalized as enjoyment and playfulness, and (3) social, operationalized as recognition and social
inuence. Furthermore, the relationship between attitude and continued use intentions is examined. See Fig. 1 for the research model
and hypotheses.
2.1. Utilitarian aspects
In literature related to technology use, the perceived utility of
systems has commonly been operationalized as perceived usefulness, which refers to the extent of the belief that a particular system
enhances the performance of a task (Davis, 1989). Prior research has
suggested that perceived usefulness mostly predicts the use intentions of a system (Davis, Bagozzi, & Warshaw, 1989; Venkatesh &
Davis, 2000), in contexts such as organizational and work environments where the system is used for utilitarian purposes and for
reaching outside goals. Conversely, in contexts with hedonic use
objectives, the usefulness of the system has been indicated to be a
less important determinant of usage intentions (van der Heijden,
2004). For example, when examined in the domain of online games,
a signicant, although weak relationship was found between usefulness and attitude, while the connection of usefulness and use
intentions was insignicant (Hsu & Lu, 2004). However, as gamied systems contain a utilitarian dimension in addition to the
hedonic design, then the usefulness of the system is presumed to
be essential for their continued use. Therefore, examining the relationship between usefulness and both attitude and use intentions
is essential and highly interesting.
If the gamication is perceived as easy to use, it may promote
senses of efciency as well as experiences of an obstacle-free use
of the system. These in turn may generate more a positive attitude
and an increased willingness to continue using the service. Ease of
use has especially been proliferated in technology acceptance literature as one of the main antecedents for technology adoption. It
refers to the individuals perception of the required effort to use
a system (Davis, 1989). Moreover, ease of use has been regarded
an important predictor of use for utilitarian information systems,
since perceiving the system as easy to use is considered to improve
the efciency of the humancomputer interaction, and therefore to
have a positive impact on the volume and quality of the utilitarian
output of that system. In other words, when other aspects are equal,
the ease of using a system may cause it to be perceived as more
useful (Venkatesh, 1999). Consistently with these considerations,
prior research has shown that ease of use has a positive effect on
the intentions to use a system (Davis et al., 1989; Venkatesh, 1999,
2000). Furthermore, ease of use has also been considered important for attitude formation (Davis, 1989). As gamication refers
to employing elements for gameful interactions, then gamication
may be considered to promote hedonic experiences, and consequently, hedonic use. In contexts with hedonic use, ease of use has
been shown to positively affect both attitude (Hsu & Lu, 2004; Wang
& Scheepers, 2012) and continued use intentions (Atkinson & Kydd,
1997; van der Heijden, 2004). As hedonically oriented services are
intended to be enjoyable to use, then interaction with the system
is highlighted and ease of use becomes central in determining the
user acceptance (van der Heijden, 2004).
422
H1.1
Ulitarian
Usefulness
Atude
H1.2
H2.1
Ease of use
H2.2
H3.1
Hedonic
Enjoyment
H3.2
H4.1
H7
Playfulness
H4.2
H5.1
Recognion
Social
H5.2
H6.1
Social
inuence
Connued
use
H6.1
H1.2.
H2.1.
H2.2.
Lieberoth, 2014). Moreover, when an activity is gamied, the gamication potentially proposes a new, creative way of approaching
the activity. The interaction with a gamication system may, therefore, create experiences of playfulness (on playfulness, see e.g.
Lieberman, 1977; Venkatesh, 1999; Webster & Martocchio, 1992).
In the context of computer use, the concept of playfulness has been
dened as cognitive spontaneity in interactions with the system
(Martocchio & Webster, 1992). In other words, playfulness refers to
explorative and creative behavior when interacting with the system. Inducing playful interaction and experiences from system use
has been shown to be benecial, for example, in training contexts.
Playful interactions have also been considered to promote creative
and exploratory behavior, which benets the learning process and
leads to better learning results (Perry & Ballou, 1997).
Therefore, we posit the following hypotheses regarding the relationships between the variables related to the hedonic benets and
dependent variables in the dataset:
H3.1.
H3.2.
H4.1.
H4.2.
H5.2.
H6.1.
2.4. Attitude
In this study, attitude toward service use refers to the overall
evaluation of the systems usage, be it favorable or unfavorable (Ajzen, 1991; Fishbein & Ajzen, 1975). A strong relationship
between attitude and use intentions has been shown in several studies (e.g. Baker & White, 2010; Bock et al., 2005; Lin &
Bhattacherjee, 2010; Mntymki et al., 2014). Consequently, in a
gamication context, the relationship of attitude and continued use
is suspected to be similar.
Therefore, we propose the following hypothesis regarding the
relationship between attitude and continued use in the dataset:
H7.
423
Table 1
Demographic information of respondents, including gender, age, time using the service and exercise information.
Frequency
Frequency
Percent
51
49
Length of experience
Less than 1 month
13 months
24
38
12
19
4.5
25.5
27
20.5
11
36 months
69 months
912 months
1215 months
1518 months
More than 18 months
29
26
33
38
7
5
14.5
13
16.5
19
3.5
2.5
16
3
4
8
1.5
2
Gender
Female
Male
102
98
Age
Less than 20
2024
2529
3034
3539
4044
4549
50 or more
Percent
424
Table 2
Measurement instrument.
Construct
Name
Included/total items
Adapted from
ATT
CUI
ENJ
EOU
PLAY
USE
REC
Attitude
Continuance intentions for system use
Enjoyment
Ease of use
Playfulness
Usefulness
Recognition
4/4
4/4
4/4
4/4
7/9
5/5
4/4
SI
Social inuence
4/4
Ajzen (1991)
Bhattacherjee (2001)
van der Heijden (2004)
Davis (1989)
Webster and Martocchio (1992)
Davis (1989)
Hernandez et al. (2011), Hsu and Lin (2008), Lin and
Bhattacherjee (2010), and Lin (2008)
Ajzen (1991)
Table 3
Convergent and discriminant validity.
ATT
CUI
ENJ
EOU
PLAY
USE
REC
SI
AVE
CR
Alpha
ATT
CUI
ENJ
EOU
PLAY
USE
REC
SI
0.795
0.735
0.779
0.752
0.568
0.713
0.804
0.735
0.939
0.917
0.934
0.923
0.901
0.925
0.943
0.917
0.914
0.880
0.905
0.887
0.870
0.899
0.919
0.879
0.892
0.658
0.672
0.473
0.444
0.791
0.587
0.666
0.857
0.677
0.521
0.429
0.655
0.397
0.490
0.883
0.620
0.410
0.737
0.566
0.568
0.867
0.294
0.500
0.371
0.393
0.754
0.447
0.267
0.434
0.844
0.464
0.636
0.897
0.461
0.857
Ulitarian
Usefulness
.513***
Atude
.122
Ease of use
425
.031
.126*
Enjoyment
.015
Hedonic
.327***
.309**
.056
Playfulness
.104
.226***
Social
Recognion
-.085
Connued
use
.190***
Social
inuence
-.035
Fig. 2. The research model with signicant relationships: * p < 0.1, * * p < 0.05, * * * p <0.01.
per observed variable (therefore, the sample size threshold for the
model in this study would be 175).
The independent variables were tested for multicollinearity
issues. No multicollinearity between the variables existed.
Table 5
Hypothesis support.
H#
Description
Supported
H1.1
Yes
H1.2
4. Results
H2.1
The path model could account for 71.6% of variance for attitudes toward the gamication service and 56.4% of variance of
the intentions to continue using the service. The results indicate
that utilitarian benets are positively associated with attitude and
continued use. In particular, the perceived usefulness is positively
associated with attitude ( = .513***), as well as indirectly associated with continued use ( = .280***) through attitude. Ease of
use was only associated with continued use directly ( = .126*).
For hedonic predictors, perceived playfulness did not signicantly
predict either of the dependent variables directly, but did have a
weak signicant association with continued use as mediated by
attitude ( = .122*), whereas enjoyment had a positive direct relationship with use ( = .327***, total effect = .331***). Interestingly,
the social factors in the study had a relatively strong direct relationship with attitude ( = .226*** for recognition and = .190***
H2.2
H3.1
H3.2
H4.1
H4.2
H5.1
H5.2
H6.1
H6.2
H7
Table 4
Direct and indirect effects.
Direct effects
Attitude
Usefulness
Ease of use
Enjoyment
Playfulness
Recognition
Social inuence
*
**
***
p < 0.1.
p < 0.05.
p < 0.01.
Attitude
Continued use
n/a
0.513***
0.031
0.015
0.056
0.226***
0.190***
**
0.309
0.122
0.126*
0.327***
0.104
0.085
0.035
Continued use
0.309**
0.280***
0.136*
0.331***
0.122*
0.015
0.024
Indirectly
No
Yes
No
Yes
No
Indirectly
Yes
No
Yes
No
Yes
426
Another empirically and theoretically interesting nding concerning gamication is that no direct relationship between
perceived playfulness and either of the dependent variables of attitude or use intention could be established, although a slight indirect
relationship with use intentions as mediated by attitude could be
found. A couple of different interpretations could be considered
for the lack of the direct associations. First, the nding of playfulness having no direct relationship with attitude or use intentions
could result from how the gamication is perceived by the users in
terms of utility or play (Perry & Ballou, 1997; Venkatesh, 1999;
Webster & Martocchio, 1993). If the service is framed and conceived as serving the purposes of utility rather than the purposes of
play, then the perceived playfulness might not constitute an important benet to be derived from the service, and therefore would
not affect either attitude or use intentions signicantly. Secondly,
we suggest that this nding might be an indicator of the actual
nature of what gamication creates in terms of hedonic experiences. According to theorists on play and games, play (paidia) and
games (ludus) (see Caillois, 1961) can be situated at the opposite
ends of a continuum paidia representing free-form activity that
is spontaneous, unstructured and not governed by rules, and ludus
representing structured activity that contains explicit rules that
need to be adhered to. The question of whether gamication offers
more structured experiences as opposed to more explorative and
free-form playfulness has also been an important vein of discussion
in theorizing and conceptualizing gamication (see e.g. Deterding
et al., 2011; Huotari & Hamari, 2012). Our ndings provide further
empirically derived evidence on this issue, at least in the context of
the type of gamication investigated in this study. Fitocracy can be
seen as a rather traditional form of gamication, where the gamifying service design is mostly related to goals, progress and rewards.
These mechanics are prone to provide structure to the activities,
rather than enticing users to independently explore and experiment. Therefore, gamication potentially needs to be considered
more in terms of the ludus perspective, as a system with rules and
structure, which does not necessarily invoke playful experiences.
However, regardless of how gamication is dened, some affordances are more likely to invoke playfulness than others. Also, as
literature on playfulness suggests, individual differences in the tendency of playfully experiencing interactions also exist (Koivisto &
Hamari, 2014; Lieberman, 1977; Webster & Martocchio, 1992).
The results indicated that social factors had no signicant association with use intentions, but positively inuenced attitude toward
the system. The social inuence having no association with use
intentions could potentially be explained by the use context of
gamication, which is mostly voluntary. This nding is in line with
previous research suggesting that when the use of the system is
voluntary, then social inuence does not necessarily directly affect
the intentions to use the system (Venkatesh & Davis, 2000). When
adopting mandatory systems however, explicit social inuence in
the form of compliance has been considered to affect use intentions
(Hamari & Koivisto, 2015; Venkatesh & Davis, 2000). Compliance
refers to behavior that is performed due to normative reasons, i.e.
the source of inuence has the possibility of rewarding or punishing the individual (Kelman, 1958; Venkatesh & Davis, 2000).
Conversely, in the case of voluntary system use, the social inuence functions primarily through processes of internalization and
identication (Venkatesh & Davis, 2000), that is, the user may internalize the suggestions and opinions of respected peers or consider
their system use as promoting a certain image, and therefore wish
to identify with it (Kelman, 1958; Venkatesh & Davis, 2000). These
processes may have an effect on the perceptions regarding the
system, and thus, affect the attitude toward it. Accordingly, several different veins of literature have highlighted the relationship
between social inuence and attitude, such as the theory of reasoned action (Ajzen, 1991; Fishbein & Ajzen, 1975), discussions
427
combine survey data with actual usage data and proper experiments, in order to increase the robustness of research on the topic.
This study was conducted in the context of gamifying physical exercise. While there are no a priori obvious reasons to expect
that the context of gamication would have a clear direct effect on
the results, it is feasible that the results might be, to some degree,
context-dependent. Here the context is voluntary, self-directed
and aimed at motivating the user toward an activity that individuals often have difculties carrying out without support. In this
vein, gamication can be perceived as a kind of self-help method.
Furthermore, the users of the service have decided to use the gamication service themselves by registering with the service. In a case
where the gamication would have been, for example, imposed on
the users, the results might be different. For example, in a study of a
gamied e-commerce service (Hamari, 2013; Hamari, 2015a,b), the
gamication was implemented on an existing service and the users
had obviously registered without prior knowledge of the gameful
interaction to come. Further research could therefore be conducted
in comparing these types of results across different contexts (see
Hamari, Koivisto, & Pakkanen, 2014; Hamari, Koivisto, & Sarsa, 2014
for contexts studied in the current body of research).
Prior research has demonstrated that individual differences in
how benets from gamication are perceived do exist. However,
future research could also consider the effects of personality differ a,
ences and player types (Hamari & Tuunanen, 2014; Kallio, Mayr
& Kaipainen, 2011; Yee, 2006) on the use and experiences relating to gamication. Furthering this line of research could rene the
understanding of how moderating demographic and user related
factors may impact upon the topic.
Acknowledgements
The research has been partially supported by individual study
grants for both authors from the Finnish Cultural Foundation as well
as carried out as part of research projects (40134/13, 40111/14,
40107/14) funded by the Finnish Funding Agency for Innovation
(TEKES). Both authors have contributed to this article equally.
Appendix A.
Survey constructs, items, and sources.
Construct
Item
Loading
Adapted from
Attitude
0.871
Ajzen (1991)
Enjoyment
0.914
0.896
0.884
0.850
0.833
0.871
0.875
0.909
0.871
0.852
0.898
428
Appendix A (Continued )
Construct
Item
Loading
Adapted from
Ease of use
0.690
Davis (1989)
0.926
0.939
0.890
Playfulness
Uninventive (reversed)
Unoriginal (reversed)
Unimaginative (reversed)
Playful
Curious
Creative
Flexible
Experimenting
Spontaneous
0.797
0.858
0.738
0.651
Dropped (<0.6)
0.850
0.725
0.624
Dropped (<0.6)
Usefulness
0.807
Davis (1989)
Recognition
Social inuence
0.808
0.867
0.901
0.836
0.880
0.783
0.898
0.939
0.869
Ajzen (1991)
0.890
0.894
0.858
Appendix B.
Factor loadings.
ATT
ATT
ATT
ATT
CUI
CUI
CUI
CUI
ENJ
ENJ
ENJ
ENJ
EOU
EOU
EOU
EOU
PLAY
PLAY
PLAY
PLAY
PLAY
PLAY
PLAY
USE
USE
USE
ATT
CUI
ENJ
EOU
PLAY
USE
REC
SI
0.914
0.896
0.871
0.884
0.567
0.557
0.580
0.550
0.634
0.593
0.573
0.571
0.410
0.417
0.482
0.304
0.326
0.305
0.344
0.350
0.295
0.370
0.338
0.693
0.609
0.623
0.642
0.595
0.529
0.579
0.833
0.850
0.871
0.875
0.597
0.611
0.591
0.593
0.458
0.478
0.554
0.253
0.306
0.268
0.359
0.286
0.276
0.371
0.372
0.632
0.536
0.443
0.577
0.614
0.548
0.654
0.564
0.634
0.593
0.529
0.909
0.871
0.852
0.898
0.567
0.567
0.617
0.349
0.269
0.243
0.346
0.326
0.234
0.368
0.345
0.684
0.615
0.524
0.375
0.423
0.385
0.499
0.481
0.485
0.456
0.363
0.562
0.595
0.444
0.586
0.939
0.890
0.926
0.690
0.167
0.158
0.300
0.151
0.190
0.300
0.252
0.500
0.461
0.279
0.403
0.394
0.408
0.380
0.308
0.379
0.411
0.369
0.376
0.337
0.386
0.349
0.267
0.273
0.292
0.166
0.850
0.624
0.725
0.651
0.738
0.797
0.858
0.427
0.336
0.261
0.738
0.656
0.749
0.681
0.515
0.510
0.635
0.582
0.683
0.601
0.633
0.686
0.435
0.441
0.498
0.341
0.321
0.345
0.416
0.363
0.255
0.331
0.313
0.901
0.808
0.807
0.480
0.576
0.440
0.594
0.389
0.374
0.333
0.262
0.464
0.540
0.545
0.449
0.298
0.348
0.362
0.274
0.153
0.160
0.279
0.261
0.077
0.253
0.192
0.389
0.413
0.312
0.585
0.536
0.638
0.617
0.318
0.361
0.536
0.454
0.476
0.474
0.528
0.529
0.342
0.363
0.374
0.275
0.343
0.240
0.336
0.350
0.267
0.390
0.336
0.587
0.456
0.490
429
Appendix B (Continued )
USE
USE
REC
REC
REC
REC
SI
SI
SI
SI
ATT
CUI
ENJ
EOU
PLAY
USE
REC
SI
0.762
0.635
0.476
0.607
0.502
0.506
0.594
0.593
0.574
0.520
0.591
0.544
0.329
0.410
0.272
0.394
0.422
0.443
0.441
0.370
0.686
0.582
0.528
0.552
0.436
0.506
0.517
0.485
0.500
0.443
0.504
0.338
0.299
0.377
0.305
0.341
0.360
0.304
0.375
0.310
0.435
0.405
0.250
0.268
0.207
0.228
0.361
0.427
0.416
0.274
0.836
0.867
0.423
0.455
0.360
0.415
0.558
0.551
0.589
0.479
0.461
0.369
0.880
0.939
0.898
0.869
0.441
0.424
0.404
0.302
0.565
0.577
0.349
0.444
0.383
0.466
0.858
0.894
0.890
0.783
Appendix C.
Common method bias test.
Item
Construct
t-Value
Variance explained
1
2
3
4
1
2
3
4
1
2
3
4
1
2
3
4
1
2
3
4
5
6
7
1
2
3
4
5
1
2
3
4
1
2
3
4
ATT
ATT
ATT
ATT
CUI
CUI
CUI
CUI
ENJ
ENJ
ENJ
ENJ
EOU
EOU
EOU
EOU
PLAY
PLAY
PLAY
PLAY
PLAY
PLAY
PLAY
USE
USE
USE
USE
USE
REC
REC
REC
REC
SI
SI
SI
SI
0.761
0.891
0.931
0.98
0.829
0.789
0.861
0.949
0.767
0.846
0.955
0.956
0.966
0.852
0.778
0.869
0.765
0.92
0.832
0.569
0.638
0.597
0.892
0.816
1.013
0.914
0.611
0.867
0.924
0.883
0.980
0.798
0.811
0.879
0.890
0.851
10.124
12.311
13.734
22.585
13.768
12.454
13.926
25.759
9.721
11.221
13.900
13.749
39.900
25.606
11.441
22.565
10.239
28.287
11.115
7.350
6.679
6.606
26.955
9.486
14.129
17.175
7.564
13.742
20.579
27.467
33.308
18.250
10.706
19.827
19.616
11.383
0.579
0.794
0.867
0.960
0.687
0.623
0.741
0.901
0.588
0.716
0.912
0.914
0.933
0.726
0.605
0.755
0.585
0.846
0.692
0.324
0.407
0.356
0.796
0.666
1.026
0.835
0.373
0.752
0.854
0.780
0.960
0.637
0.658
0.773
0.792
0.724
On average:
0.726
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t-Value
Variance explained
1.947
0.314
0.542
1.492
0.419
1.416
0.476
1.753
1.253
0.325
0.748
0.815
1.217
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1.565
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2.141
1.858
1.528
1.413
0.268
0.755
0.130
3.060
0.802
3.045
0.593
1.219
1.925
3.482
2.006
0.739
0.277
0.115
1.089
0.020
0.000
0.002
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0.011
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Juho Hamari (D.Sc. Econ) is a post-doctoral researcher at the Game Research Lab,
University of Tampere and at the Aalto University School of Business. His research is
focused on the intersection of economic and psychological phenomena in gameful
environments. He has authored several seminal empirical and theoretical scholarly articles on gamication and games from perspectives of consumer behavior,
human-computer interaction and information technology. Hamaris research has
been published in a variety of respected journals such as Journal of the Association for Information Science and Technology, International Journal of Information
Management, Computers in Human Behavior, Cyberpsychology, Behavior and Social
Networking, Electronic Commerce Research and Applications, Simulation & Gaming
as well as in books published by e.g. MIT Press. http://juhohamari.com
Jonna Koivisto is a researcher and a doctoral candidate at the Game Research Lab,
University of Tampere. Her research concentrates on the use of motivational and
gameful elements in various systems. Koivistos research has been published on
venues such as Computers in Human Behavior, European Conference on Information
Systems Science and Hawaii International Conference on Systems Sciences. http://
jonnakoivisto.com