Conducting Gamification Research with Elisa Mekler

We last featured PhD student Elisa Mekler from the Center of Cognitive Psychology and Methodology at the University of Basel to discuss her 2013 research paper on whether gamification elements such as points, levels and leaderboards undermine user’s intrinsic motivation. The results garnered from the study was profoundly surprising as empirical evidence supporting the hypothesis was lacking prior to the research.

Watch the full interview below to learn about:

  • How was the study constructed and designed to examine each mechanism?
  • What were the surprising results generated from the study? Were there outliers?
  • Has there been controversy or surprise generated in academic circle due to the results?
  • How was the process of getting gamification research approved and funded?
  • What are the next steps and opportunities in deepening further gamification research?
  • What ways could gamification industry practitioners help to boost future research?

Watch the video below and be sure to catch our next episode of the Gamification Revolution.



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cicada 3301

Cicada 3301 – The Best Head-Hunting Campaign Ever?

I’ve officially caught the bug this winter — infatuated with this fascinating online scavenger hunt, which has been unapproachable from the world of the average lazy human lacking cryptography or coding skills (that is to say, myself).

Cicada 3301, now in its third year, is a codename for both a covert organization and an online puzzle game popping up every January since 2012. This mysterious entity has been drawing hundreds of players into a vortex of exquisitely sophisticated series of clues without an explicit goal or end-time. This year’s first clue arrived on January 6, the Epiphany Day, when Christians celebrate the manifestation of Jesus Christ to the people in a human form. Cicada 3301 must think very highly of themselves, and so far most of us would agree.

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Gamification Myths Part 2: Game Mechanics are Being Misused

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Behavior Change: Improving Lives and Increasing Longevity with Gamification Part I

Moderated by Gabe Zichermann, Chair of the GSummit, leads panelists Andres Moran of Earndit, Ron Gutman of HealthTap, Robert Plourde of UnitedHealth Group, Dr. Steve Kimmel Professor of Medicine at the University of Pennsylvania, and Dan Brostek of Aetna in a discussion about the changes in consumer behavior in health and wellness. An extraordinary amount…

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Case Studies of Game Mechanics in Action

This week, our own Gabe Zichermann compiled a few of the most interesting businesses in gamification in “7 Winning Examples of Game Mechanics in Action“. From marketing to exercise to saving the planet, gamification has brought to light an amazing capability for motivating participation and educating users. The six companies and one individual have innovated around the…

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Gamification in Canadian Business

Gabe Zichermann was recently interviewed for an impressive piece on Canadian Business Online by Angelina Chapin. Appropriately titled “The future is a video game“, the piece goes in depth of the definition of gamification and aspects of it – like gaming mechanics, rewards and leveling – the history of loyalty programs and the evolution of…

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The Science and Psychology of Gamification

Michael Wu, PhD, principal scientific analyst for Lithium,  has started a mini-series of blog posts at their Lithosphere blog that delve into the science behind gamification. His first entry broke down the basics, explaining what is gamification, and the distinction between game mechanics versus game dynamics. “[Game mechanics] are principles, rules, and/or mechanisms (much like…

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