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GoalsPaper

Points, levels and leaderboards led to more tags but not more enjoyment.

HelpedThe short version

Adding points, levels or a leaderboard got people to make more tags, and levels and a leaderboard beat points.

A woman sits beside an easel and touches a small tag to the lower corner of an abstract painting, then draws back.
273
adults who signed up for university studies
Randomised
groups picked at random
Recorded
behaviour was recorded
3 tools
tested

The study

  1. Who took part

    273 adults who had signed up for university studies. Most were women, and their average age was about 33, from 17 to 68.

  2. What they did

    Everyone tagged 15 abstract paintings online, in one session of about 22 minutes. The plain group had no game elements, and the others got points per tag, a progress bar of levels, or a leaderboard. The leaderboard's four other players were made up, and people were not told.

  3. What happened

    Points, levels and a leaderboard each got people to make more tags than the plain task. Levels and the leaderboard got more tags than points alone. Tag quality, enjoyment of the task and feeling competent stayed the same.

What the study found

  1. HelpedGoals

    Adding points, levels or a leaderboard got people to make more tags, and levels and a leaderboard beat points.

    Randomised trial of 273 adults who signed up for university studies · vs the same task with no game elements · behaviour was recorded

  2. No differenceGoals

    Adding points, levels or a leaderboard did not change how well the tags matched the images.

    Randomised trial of 273 adults who signed up for university studies · vs the same task with no game elements · behaviour was recorded

  3. No differenceMotivation

    Adding points, levels or a leaderboard did not change how much people enjoyed the task for its own sake.

    Randomised trial of 273 adults who signed up for university studies · vs the same task with no game elements · behaviour was recorded

How solid is this?

  • Groups picked at random
  • Behaviour was recorded

Source

Towards understanding the effects of individual gamification elements on intrinsic motivation and performance (2017)

DOI: 10.1016/j.chb.2015.08.048 (opens in a new tab)

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