1. Introduction
Gaming is the way that serves purpose of both entertainment and practice of skills, with appropriate modification, it can be used as a powerful tool. More and more research had been conducted to study gamification. Gamification is a strategy that combines game elements with practical work. It has emerged as a tool for increasing the engagement, motivation, and productivity of its target audience [1]. It has earned its position in fields like education, marketing and human resources. For example, nursery schoolteachers often reward children with stars and put up a leaderboard to showcase the best performers in order to stimulate others to behave nicely. However, while gamification can catalyze efficiency and motivate its targets, it also has side-effects and sometimes backfires by becoming a distraction that ultimately decreases efficiency. This essay will discuss several strengths of gamification and also some limitations to it, which provides guidance for users who are looking to apply gamification to demanded situations, and hopefully enhances most users’ experience in gamified scenarios.
2. Defining gamification and its applications
To further explore gamification’s effects on human behaviors, the meaning of gamification must be understood first. Gamification is defined as the application of game design elements in contexts outside of gaming [2]. Its usage leads to increased task engagement, motivation and it improves user experience in tasks that are often perceived as dull or boring. These benefits are achieved through gamified features including the experiences system, reward badges, leaderboards, quests, challenges and levels. The framework of gamification in games is built with elements such as mechanics (the rules of the gamified context), dynamics (how the gamified system reacts to users' performance), and aesthetics (the positive emotions evoked by gamification) [3].
Duolingo, the language learning app, is a well-known example of how gamification boosts learning.
This design rewards users with experience points for completing daily tasks. Meanwhile, users can also gain streaks for consistent app usage, which is conducive to increasing user retention and maintaining study frequency [4]. In the workplace, companies such as Salesforce have implemented gamified training programs to encourage employee development. In education, platforms like Kahoot used gamified traits to make studying more interactive and enjoyable, keeping student’s attention while teaching knowledge.
3. Factors that influence efficiency
Now that the concept of gamification is clear, to understand how it influences efficiency, the factors that determine efficiency must also be comprehended.
Being effective means being able to accomplish a task with minimal waste of time and resources, its key determinants include task complexity, environmental conditions, and motivation. Task complexity depends on the total workload, level of difficulty and procedures. Environmental conditions consist of physical influences like noise. Motivation, whether extrinsic or intrinsic, drives individuals to exert efforts in completing tasks. The relationship between these motivational components and gamification will be elaborated in the following paragraphs.
4. Positive impacts of gamification on efficiency
4.1. Enhancing motivation
One core strength of gamification is its ability to stimulate motivation. Intrinsic motivation refers to engaging in an activity for its inherent satisfaction, while extrinsic motivation arises from external rewards or punishment [5]. Intrinsic motivation is led by fun, curiosity, challenge, and the correspondence of tasks to passion and alignment with values. Extrinsic motivation, on the other hand, is driven by payment, the need for reputation and recognition, and the avoidance of punishment.
Luckily, gamification boosts both. Gamified features like rewarding feedback, autonomy to decisions, and progress tracking appeal to intrinsic drivers. For example, in a study on children's use of magic - markers [6], researchers found that when children were rewarded for using magic markers, the use of magic - markers increased and thus their efficiency in completing drawings also increased
Meanwhile, extrinsic motivators are fond of external incentives such as points and badges [7]. For example, a study by Mekler et al. found that point systems and leaderboards increased user task completion [8]. In most scenarios, extrinsic motivations are more effective than intrinsic motivations. Gamification is often applied in settings such as the workplace, where the tasks individuals face may not inherently attract users. This implies that fun and alignment with personal passions cannot be achieved through meaningful feedback alone. In which case, extrinsic stimuli are more demanding, a person, although is not interested in his job, can still be motivated by gamified features like leaderboard if the top “players” earn extra payment.
4.2. Increasing interactivity and engagement
Gamification transforms passive tasks into interactive experiences, which encourages active participation. Interaction is especially effective in educational settings, since young students often struggle with focus and engagement in lessons. Studies show that gamified learning environments can enhance cognitive involvement and emotional commitment [9]. Game mechanics such as storylines and missions foster student engagement, making them feel like active participants in the class rather than passive listeners. This transforms tasks from mundane chores into meaningful experiences. The gamified element of quests is particularly effective, as it typically breaks down complex and daunting tasks into smaller, manageable components. This allows students to receive positive feedback for completing smaller tasks, which in turn motivates them to finish the entire project.
4.3. Creating flow and improving task performance
Gamification creates the amazing feeling of flow—a short psychological state of being completely mentally absorbed in an activity [10]. The state of flow can be achieved by the clarity of goal and immediate feedback, balance of skill and challenge, and high concentration with a narrow field of focus. Once individuals get into a flow, they sense a lack of self-awareness and real life surrounding. This is beneficial for increasing efficiency since environment can be a distraction that either interrupts individuals from being immersed in a task or lures them toward other activities. This is to say gamified component like immediate feedback can help individuals to ignore the distractions from surrounding by inducing flow, thereby increasing productivity and time-on-task.
Although gamification, when correctly implemented, can stimulate users’ efficiency, if executed poorly, it can backfire and leads to completely opposite outcomes.
5. Negative impacts of gamification on efficiency
5.1. Overemphasis on rewards
While rewards can be powerful motivators, overly relying on them may lead to the over justification effect [6], a reduction in intrinsic motivation that has been associated with a reward after the reward is removed. In the study mentioned earlier about children and magic-markers, children who was rewarded for using magic-markers lost their interest after these rewards being removed in the second week into the study. This result shows that gamification has a negative impact if not carried out consistently.
5.2. Distraction from core objectives
Poorly designed gamification mechanisms can divert attention from the task itself to the game elements, which consequently leads to a decline in efficiency. Users might become too focused on climbing the leaderboard or collecting badges, that they might use methods other than completing the task properly to achieve their misled goal. This misalignment between game mechanics and task objectives can result in reduced productivity and fragmented attention [11]. For instance, in workplaces, employees may game the system by exploiting point structures rather than genuinely improving performance. Another example of this is that in educational contexts, students might complete tasks only to gain rewards rather than to understand the content [12]. This shallow engagement reduces long-term learning and may even foster dependency on gamified systems.
5.3. Potential for addiction and burnout
Gamification can sometimes lead to addictive behaviors as in real gaming contexts, causing decreased attention to non-gamified tasks. This decreases individuals’ overall efficiency since it is impossible to gamify all of their entire job, gamification only serves as a catalyst to stimulate users. Its proportion in a system should not be excessive, which means only a part of workload can be transformed into gamified content, if users were to be addicted to gamification, they might lose motivation to work on the parts where gamified elements are less prominent. Constant spontaneous feedback or competition and flow can cause psychological dependency, reducing focus on broader goals [13]. This is particularly concerning in educational settings where users of gamification content are not mentally mature and are more likely to be overwhelmed by it.
6. Conclusion
This paper synthesizes the fundamental landscape of gamification strategies through a review of existing literature, analyzing how the implementation of gamification influences people's lives and work. When appropriately applied, gamification can serve as a valuable strategy to enhance efficiency by boosting motivation and engagement through reward systems or the induction of flow states. However, it can also inadvertently lead to diminished efficiency. Without careful design and consideration of psychological principles, gamification may erode intrinsic motivation, cause distraction, or even foster addictive behaviors. The key to successfully leveraging gamification lies in striking a balance between game elements and core objectives, coupled with consistent execution.
While this research offers insights into the application of gamification, it is limited by a lack of empirical studies and a restricted number of referenced sources. As a rapidly evolving field, gamification necessitates further research to identify best practices that maximize its benefits while mitigating potential risks.
References
[1]. Prince, M. (2013). Game on: Can gamification enhance productivity? Journal of Organizational Behavior, 34(1), 1–10. https: //pmc.ncbi.nlm.nih.gov/articles/PMC10905147
[2]. Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011, September). From game design elements to gamefulness: Defining "gamification". In Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments (pp. 9–15).
[3]. Werbach, K., & Hunter, D. (2012). For the win: How game thinking can revolutionize your business. Wharton Digital Press.
[4]. Looyestyn, J., Kernot, J., Boshoff, K., Ryan, J., Edney, S., & Maher, C. (2017). Does gamification increase engagement with online programs? A systematic review. PLoS ONE, 12(3), e0173403. https: //doi.org/10.1371/journal.pone.0173403
[5]. Deci, E. L., Koestner, R., & Ryan, R. M. (1999). A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation. Psychological Bulletin, 125(6), 627–668. https: //doi.org/10.1037/0033-2909.125.6.627
[6]. Lepper, M. R., Greene, D., & Nisbett, R. E. (1973). Undermining children's intrinsic interest with extrinsic reward: A test of the "overjustification" hypothesis. Journal of Personality and Social Psychology, 28(1), 129–137. https: //doi.org/10.1037/h0035519: contentReference [oaicite: 28]{index=28}
[7]. Sailer, M., Hense, J. U., Mayr, S. K., & Mandl, H. (2017). How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction. Computers in Human Behavior, 69, 371–380. https: //doi.org/10.1016/j.chb.2016.12.033
[8]. Mekler, E. D., Brühlmann, F., Tuch, A. N., & Opwis, K. (2017). Towards understanding the effects of individual gamification elements on intrinsic motivation and performance. Computers in Human Behavior, 71, 525–534. https: //doi.org/10.1016/j.chb.2015.08.048
[9]. Domínguez, A., Saenz-de-Navarrete, J., de-Marcos, L., Fernández-Sanz, L., Pagés, C., & Martínez-Herráiz, J. J. (2013). Gamifying learning experiences: Practical implications and outcomes. Computers & Education, 63, 380–392. https: //doi.org/10.1016/j.compedu.2012.12.020, https: //doi.org/10.1145/2181037.2181040
[10]. Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience. Harper & Row. Deci, E. L., & Ryan, R. M. (2000). The “what” and “why” of goal pursuits: Human needs and the self-determination of behavior. Psychological Inquiry, 11(4), 227–268.
[11]. Seaborn, K., & Fels, D. I. (2015). Gamification in theory and action: A survey. International Journal of Human-Computer Studies, 74, 14–31. https: //doi.org/10.1016/j.ijhcs.2014.09.006, https: //doi.org/10.1207/S15327965PLI1104_01
[12]. Hanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & Education, 80, 152–161. https: //doi.org/10.1016/j.compedu.2014.08.019
[13]. King, D. L., Delfabbro, P. H., & Griffiths, M. D. (2010). Video game structural characteristics: A new psychological taxonomy. International Journal of Mental Health and Addiction, 8(1), 90–106. https: //doi.org/10.1007/s11469-009-9206-4
Cite this article
Han,B. (2025). Effect Gamification on Efficiency: An Analysis. Applied and Computational Engineering,175,37-41.
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References
[1]. Prince, M. (2013). Game on: Can gamification enhance productivity? Journal of Organizational Behavior, 34(1), 1–10. https: //pmc.ncbi.nlm.nih.gov/articles/PMC10905147
[2]. Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011, September). From game design elements to gamefulness: Defining "gamification". In Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments (pp. 9–15).
[3]. Werbach, K., & Hunter, D. (2012). For the win: How game thinking can revolutionize your business. Wharton Digital Press.
[4]. Looyestyn, J., Kernot, J., Boshoff, K., Ryan, J., Edney, S., & Maher, C. (2017). Does gamification increase engagement with online programs? A systematic review. PLoS ONE, 12(3), e0173403. https: //doi.org/10.1371/journal.pone.0173403
[5]. Deci, E. L., Koestner, R., & Ryan, R. M. (1999). A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation. Psychological Bulletin, 125(6), 627–668. https: //doi.org/10.1037/0033-2909.125.6.627
[6]. Lepper, M. R., Greene, D., & Nisbett, R. E. (1973). Undermining children's intrinsic interest with extrinsic reward: A test of the "overjustification" hypothesis. Journal of Personality and Social Psychology, 28(1), 129–137. https: //doi.org/10.1037/h0035519: contentReference [oaicite: 28]{index=28}
[7]. Sailer, M., Hense, J. U., Mayr, S. K., & Mandl, H. (2017). How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction. Computers in Human Behavior, 69, 371–380. https: //doi.org/10.1016/j.chb.2016.12.033
[8]. Mekler, E. D., Brühlmann, F., Tuch, A. N., & Opwis, K. (2017). Towards understanding the effects of individual gamification elements on intrinsic motivation and performance. Computers in Human Behavior, 71, 525–534. https: //doi.org/10.1016/j.chb.2015.08.048
[9]. Domínguez, A., Saenz-de-Navarrete, J., de-Marcos, L., Fernández-Sanz, L., Pagés, C., & Martínez-Herráiz, J. J. (2013). Gamifying learning experiences: Practical implications and outcomes. Computers & Education, 63, 380–392. https: //doi.org/10.1016/j.compedu.2012.12.020, https: //doi.org/10.1145/2181037.2181040
[10]. Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience. Harper & Row. Deci, E. L., & Ryan, R. M. (2000). The “what” and “why” of goal pursuits: Human needs and the self-determination of behavior. Psychological Inquiry, 11(4), 227–268.
[11]. Seaborn, K., & Fels, D. I. (2015). Gamification in theory and action: A survey. International Journal of Human-Computer Studies, 74, 14–31. https: //doi.org/10.1016/j.ijhcs.2014.09.006, https: //doi.org/10.1207/S15327965PLI1104_01
[12]. Hanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & Education, 80, 152–161. https: //doi.org/10.1016/j.compedu.2014.08.019
[13]. King, D. L., Delfabbro, P. H., & Griffiths, M. D. (2010). Video game structural characteristics: A new psychological taxonomy. International Journal of Mental Health and Addiction, 8(1), 90–106. https: //doi.org/10.1007/s11469-009-9206-4