Chapter 5. Designing Gamification in the Right Way

Bohyun Kim


Chapter 5 of Library Technology Reports (vol. 51, no. 2), “Understanding Gamification,” addresses a number of issues and variables that need to be taken into consideration in designing successful gamification for educational purposes. Those issues and variables include (1) setting a clear goal for gamification, (2) researching the target group of gamification and finding out to which user type the target group belongs, (3) understanding varied responses to gamification, depending on the target group’s gender, age, culture, and academic performance, and (4) finding a right match between specific learning goals with types of games or gaming elements that are most suitable for those learning goals. Lastly, this chapter reviews a few previous studies in psychology on the undermining effect of external rewards on intrinsic motivation and suggests the ways in which one can design gamification while minimizing or eliminating such detrimental effects on intrinsic motivation.

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