Skip to main content

LUP Student Papers

LUND UNIVERSITY LIBRARIES

The Impact of Gamification on Motivation to Learn: A study on Using Gamification to Increase Intrinsic Motivation and the Interaction with Personality

Persson, Marc LU (2021) PSYP01 20211
Department of Psychology
Abstract
Gamification is a concept which can be used to enhance performance and motivation to learn with the help of game design. The present study aims to investigate the effects of gamification on performance, intrinsic motivation, amotivation, as well as exploring the interactions with personality traits. In two separate studies using a randomized experimental design gamification defined by narrative, avatars, challenge, feedback, and rewards was tested. The results show that people in the gamified conditions scored higher in self-reported intrinsic motivation (d =.40, .80). There was also a significant effect on amotivation in study two (d =.48). However, no differences were found on performance in any of the studies. Results also show that... (More)
Gamification is a concept which can be used to enhance performance and motivation to learn with the help of game design. The present study aims to investigate the effects of gamification on performance, intrinsic motivation, amotivation, as well as exploring the interactions with personality traits. In two separate studies using a randomized experimental design gamification defined by narrative, avatars, challenge, feedback, and rewards was tested. The results show that people in the gamified conditions scored higher in self-reported intrinsic motivation (d =.40, .80). There was also a significant effect on amotivation in study two (d =.48). However, no differences were found on performance in any of the studies. Results also show that personality interacts with gamification in certain circumstances. The importance of context, age, and application of individual game design elements are also discussed. (Less)
Please use this url to cite or link to this publication:
author
Persson, Marc LU
supervisor
organization
course
PSYP01 20211
year
type
H2 - Master's Degree (Two Years)
subject
keywords
Gamification, Intrinsic motivation, Amotivation, Narrative, Performance
language
English
id
9061827
date added to LUP
2021-08-12 10:53:03
date last changed
2021-08-12 10:53:03
@misc{9061827,
  abstract     = {{Gamification is a concept which can be used to enhance performance and motivation to learn with the help of game design. The present study aims to investigate the effects of gamification on performance, intrinsic motivation, amotivation, as well as exploring the interactions with personality traits. In two separate studies using a randomized experimental design gamification defined by narrative, avatars, challenge, feedback, and rewards was tested. The results show that people in the gamified conditions scored higher in self-reported intrinsic motivation (d =.40, .80). There was also a significant effect on amotivation in study two (d =.48). However, no differences were found on performance in any of the studies. Results also show that personality interacts with gamification in certain circumstances. The importance of context, age, and application of individual game design elements are also discussed.}},
  author       = {{Persson, Marc}},
  language     = {{eng}},
  note         = {{Student Paper}},
  title        = {{The Impact of Gamification on Motivation to Learn: A study on Using Gamification to Increase Intrinsic Motivation and the Interaction with Personality}},
  year         = {{2021}},
}