Title
Uses and Gratifications of Initiating Use of Gamified Learning Platforms.
Abstract
Research on gamified educational platforms has chiefly focused on game elements motivating continued engagement, neglecting whether and why people choose to use them in the first place. Grounded in Uses & Gratifications Theory, this study therefore combined use diaries with follow-up interviews to explore the situated reasons for use of 83 students who voluntarily used a gamified online learning platform. Partial data analysis suggested a motivational threshold of gamification: game design elements don»t motivate the initiation of new use sessions per se, but are able to prolong an already started session. Some other pre-existing sought uses and gratifications are required for gamification to work, although gamification may indirectly support these. Main reasons for initiating use of a gamified learning platform were learning, curiosity, fun, need for closure, and competence.
Year
Venue
Field
2018
CHI Extended Abstracts
Situated,Online learning,Closure (psychology),Virtual learning environment,Curiosity,Computer science,Game design,Human–computer interaction,Multimedia
DocType
ISBN
Citations 
Conference
978-1-4503-5621-3
0
PageRank 
References 
Authors
0.34
4
3
Name
Order
Citations
PageRank
Rob Van Roy1293.23
Sebastian Deterding2140699.86
Bieke Zaman322427.31