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Uses and gratifcations of initiating use of gamified learning platforms

Book Contribution - Book Chapter Conference Contribution

© 2018 Copyright is held by the owner/author(s). 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 preexisting 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.
Book: Conference on Human Factors in Computing Systems - Proceedings
Pages: 1 - 6
ISBN:9781450356206
Publication year:2018
BOF-keylabel:yes
IOF-keylabel:yes
Authors from:Higher Education
Accessibility:Closed