Examining the Commonalities and Differences Between Gamblification and Gamification: A Theoretical Perspective

dc.contributor.authorMacey, Joseph
dc.contributor.organizationfi=median, musiikin ja taiteen tutkimus|en=Art History, Musicology and Media Studies|
dc.contributor.organization-code1.2.246.10.2458963.20.53191015055
dc.converis.publication-id393557962
dc.converis.urlhttps://research.utu.fi/converis/portal/Publication/393557962
dc.date.accessioned2025-08-27T22:30:44Z
dc.date.available2025-08-27T22:30:44Z
dc.description.abstract<p>Gamification has arguably emerged as the most dominant of persuasive technologies, giving rise to a multidisciplinary field and diverse associated industries. As the field has grown, so too has the need for further resolution, nuance, and conceptual acuity; it is important to be able to distinguish different facets once the use of umbrella terminology becomes insufficient. One notable area of interest is gamblification, the study of which is not yet as well-developed; while gamblification is often conceptualized as an extension of gamification, recent research has found it to be an effective means of engaging users in alternative ways. This article examines points of similarity and difference between gamblification and gamification, with the intention to highlight the scope of gamblification as a means to promote specific user behavior and, furthermore, to provide a clear theoretical basis for the ongoing investigation into this phenomenon. The most significant point of difference is that while successful gamification primarily utilizes intrinsic motivations to effect meaningful change, gamblification does so predominantly through leveraging extrinsic motivations. Consequently, gamification and gamblification are used to achieve different aims and are suited to different contexts. Finally, a future research agenda for developing the study of gamblification is presented.</p>
dc.identifier.eissn1532-7590
dc.identifier.jour-issn1044-7318
dc.identifier.olddbid202292
dc.identifier.oldhandle10024/185319
dc.identifier.urihttps://www.utupub.fi/handle/11111/46465
dc.identifier.urlhttps://doi.org/10.1080/10447318.2024.2346690
dc.identifier.urnURN:NBN:fi-fe2025082789743
dc.language.isoen
dc.okm.affiliatedauthorMacey, Joseph
dc.okm.discipline113 Computer and information sciencesen_GB
dc.okm.internationalcopublicationinternational co-publication
dc.okm.internationalityInternational publication
dc.okm.typeA1 ScientificArticle
dc.publisherTaylor & Francis Inc.
dc.publisher.countryUnited Statesen_GB
dc.publisher.countryYhdysvallat (USA)fi_FI
dc.publisher.country-codeUS
dc.relation.doi10.1080/10447318.2024.2346690
dc.relation.ispartofjournalInternational Journal of Human-Computer Interaction
dc.source.identifierhttps://www.utupub.fi/handle/10024/185319
dc.titleExamining the Commonalities and Differences Between Gamblification and Gamification: A Theoretical Perspective
dc.year.issued2024

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