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Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction

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Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction. / Xi, Nannan; Hamari, Juho.

In: International Journal of Information Management, Vol. 46, 06.2019, p. 210 - 221.

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@article{d2f4921a2ef54fee8fe92b4224e5e77f,
title = "Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction",
abstract = "Gamification is increasingly used as an essential part of today’s services, software and systems to engage and motivate users, as well as to spark further behaviors. A core assumption is that gamification should be able to increase the ability of a system or a service to satisfy intrinsic needs, and thereby the autotelicy of use as well as consequent change in beneficial behaviors. However, beyond these optimistic expectations, there is a dearth of empirical evidence on how different gamification features satisfy different dimensions intrinsic needs. Therefore, in this study we investigate the relationships between the user (N = 824) interactions with gamification features (immersion, achievement and social -related features) and intrinsic need satisfaction (autonomy, competence and relatedness needs) in Xiaomi and Huawei online gamified communities that represent two large technology product-related online brand communities in China through a survey-based study. The results indicate that immersion-related gamification features were only positively associated with autonomy need satisfaction. Achievement-related features were not only positively associated with all kinds of need satisfaction, but also the strongest predictor of both autonomy and competence need satisfaction. Social-related gamification features, were positively associated with autonomy, competence and relatedness need satisfaction. The results imply that gamification can have a substantially positive effect on intrinsic need satisfaction for services users.",
keywords = "Gamification, Intrinsic motivation, Persuasive technology, Social networking, Motivational information system",
author = "Nannan Xi and Juho Hamari",
year = "2019",
month = "6",
doi = "10.1016/j.ijinfomgt.2018.12.002",
language = "English",
volume = "46",
pages = "210 -- 221",
journal = "International Journal of Information Management",
issn = "0268-4012",
publisher = "Elsevier",

}

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TY - JOUR

T1 - Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction

AU - Xi, Nannan

AU - Hamari, Juho

PY - 2019/6

Y1 - 2019/6

N2 - Gamification is increasingly used as an essential part of today’s services, software and systems to engage and motivate users, as well as to spark further behaviors. A core assumption is that gamification should be able to increase the ability of a system or a service to satisfy intrinsic needs, and thereby the autotelicy of use as well as consequent change in beneficial behaviors. However, beyond these optimistic expectations, there is a dearth of empirical evidence on how different gamification features satisfy different dimensions intrinsic needs. Therefore, in this study we investigate the relationships between the user (N = 824) interactions with gamification features (immersion, achievement and social -related features) and intrinsic need satisfaction (autonomy, competence and relatedness needs) in Xiaomi and Huawei online gamified communities that represent two large technology product-related online brand communities in China through a survey-based study. The results indicate that immersion-related gamification features were only positively associated with autonomy need satisfaction. Achievement-related features were not only positively associated with all kinds of need satisfaction, but also the strongest predictor of both autonomy and competence need satisfaction. Social-related gamification features, were positively associated with autonomy, competence and relatedness need satisfaction. The results imply that gamification can have a substantially positive effect on intrinsic need satisfaction for services users.

AB - Gamification is increasingly used as an essential part of today’s services, software and systems to engage and motivate users, as well as to spark further behaviors. A core assumption is that gamification should be able to increase the ability of a system or a service to satisfy intrinsic needs, and thereby the autotelicy of use as well as consequent change in beneficial behaviors. However, beyond these optimistic expectations, there is a dearth of empirical evidence on how different gamification features satisfy different dimensions intrinsic needs. Therefore, in this study we investigate the relationships between the user (N = 824) interactions with gamification features (immersion, achievement and social -related features) and intrinsic need satisfaction (autonomy, competence and relatedness needs) in Xiaomi and Huawei online gamified communities that represent two large technology product-related online brand communities in China through a survey-based study. The results indicate that immersion-related gamification features were only positively associated with autonomy need satisfaction. Achievement-related features were not only positively associated with all kinds of need satisfaction, but also the strongest predictor of both autonomy and competence need satisfaction. Social-related gamification features, were positively associated with autonomy, competence and relatedness need satisfaction. The results imply that gamification can have a substantially positive effect on intrinsic need satisfaction for services users.

KW - Gamification

KW - Intrinsic motivation

KW - Persuasive technology

KW - Social networking

KW - Motivational information system

U2 - 10.1016/j.ijinfomgt.2018.12.002

DO - 10.1016/j.ijinfomgt.2018.12.002

M3 - Article

VL - 46

SP - 210

EP - 221

JO - International Journal of Information Management

JF - International Journal of Information Management

SN - 0268-4012

ER -