
We might not realise it, but gamification is all around us.
The market is saturated with gamified apps designed to do everything from improving health and wellbeing to keeping track of household chores, helping your children learn to read, and tracking your newborn’s sleeping habits.
While these apps cover a diverse range of topics, they all have one thing in common: they feature gaming elements, even though they are not actually games.
Sailer, Hense, Mandl and Klevers (2013, p.28) define gamification as ‘the use of game elements in non-game contexts to foster motivation’.
They contend gamified apps typically feature key gaming elements such as points, badges, leader boards, progress bars, quests, avatars and profile development (2013, p.30). Furthermore, Sailer et al state gamification usually requires users to set a goal (2013, p.29).

They argue that ‘gamification is supposed to be an effective instrument to foster motivation’ (2013, p.29) and encourage users to complete a task they would otherwise be reluctant to do, noting that such features motivate and engage users by providing positive reinforcement, fulfilling the need for success, fostering feelings of competence and competition, and helping set goals.
One of the most popular uses of gamification is in health and fitness apps- think Couch to 5K and Zombie Run. I took a closer look at one particular app- Drink Water – and how it uses gaming elements to motivate users to stay properly hydrated.
The app requires users to set a daily water consumption goal and offers regular reminders to drink up. Users can determine how frequently reminders appear. The app also features progress bars, badges and timelines outlining your ongoing success (or lack thereof).
The premise behind the app is its gamified elements should motivate you to achieve a goal you’ve been otherwise struggling to conquer.
It aims to do this in a number of ways. The progress bar serves as a visual reminder of your daily progress, while the badges reward you for your hard work and appeal to your need for success. Mekler, Bruhlmann, Tuch and Opwis contend features such as leader boards and badges ‘may afford feelings of competence and hence enhance intrinsic motivation and promote performance gains’ (2017, p.525).
Furthermore, Johnson, Deterding, Kuhn, Staneva, Stoyanov and Hides argue gamification is often used by the health and fitness industry because features such as leader boards, points, badges and progress bars help generate positive user experiences and promote wellbeing, positive emotions, user engagement, meaning and a sense of accomplishment (2016, p.91).
So did the Drink Water app’s gamified elements work for me? Well, no.
I found the presence of the leader board was not enough to encourage me to drink more water each day, nor did the promise of badges for achieving my goal urge me to stay hydrated.
Essentially, the gaming elements included in the app were not enough to motivate me to be successful, and eventually I found the reminders pretty easy to ignore. The app’s features were unable to keep me engaged long enough to achieve my targets.
Johnson et al describe this as a ‘mismatch’ between gamification techniques and users (2016, p.101). They contend it is imperative health and fitness app creators tailor their app’s gamified elements towards their intended audience, ensuring they only feature elements that will appeal to their audience. The concept of a mismatch between audiences and gamification techniques is supported by Mekler et al, who contend the success of gamification depends on the gaming elements deployed and what drives the user to achieve goals – i.e. a need to succeed, the urge to be the best, or a desire to learn more – and ultimately, stay engaged with the app (2017, p.525).
In the case of Drink Water, perhaps the ability to establish a competition with my husband or friends to see who could reach their hydration goals most often over the course of a week, earning the winner bragging rights, might have made a difference to my engagement levels. Or maybe being able to start with small goals and increase them as I achieved each level might have been a more powerful driver of change than a progress bar.

Alahaivala and Oinas-Kukkonen further contend the gamification approach is not suitable for everyone, noting that age, gender, experiences with technology and games and lifestyles could impact on the outcome (2016, p.68). Based on this – and given my historical nonchalance towards gaming – it is likely apps like Drink Water are just not for me.
And, there are several other reasons gamification may not work. Alahaivala and Oinas-Kukkonen contend people need to have the mindset for behavioural change for gamified apps to work (2016, p.67), while also noting that users may respond negatively to attitudinal messages if they are delivered too strongly, thus failing to drive a change in attitude (2016, p.67). While Mekler et al also found that game elements could ‘diminish’ a user’s intrinsic interest – that is what is naturally satisfying to them – and lead them to stop engaging with the application (2017, p.528).
The issue of engagement and maintaining users’ interest is further explored by Koivisto and Hamari (2014). They contend that gamification can only succeed if gaming elements can be used to help users remain engaged with the app. Koivisto and Hamari found ‘perceived usefulness, enjoyment and playfulness’ tends to diminish with time (2014, p.183). This is definitely an issue I encountered while using Drink Water. Koivisto and Hamari found gamification could have some novelty value, leading to perceptions of usefulness and enjoyment at the start (2014, p.183). However, the app’s usefulness and a user’s enjoyment from it began to fade the longer they used the service, resulting in boredom and ultimately disengagement (2014, p.183).
So while in many instances gamification serves as a motivational tool, helping to keep users engaged and spur them to achieve goals or complete tasks they would otherwise be reluctant to do, it is not failproof solution. There will be instances where gaming elements are not enough to push users towards their goals or help them to achieve a change in habits. However, that doesn’t mean gamification doesn’t have its uses – or a place in society.
References
Alahäivälä, T & Oinas-Kukkonen, H 2016, ‘Understanding persuasion contexts in health gamification: A systematic analysis of gamified health behavior change support systems literature’, International Journal of Medical Informatics, vol. 96, pp. 62-70.
Johnson, D, Deterding, S, Kuhn, K, Staneva, A Stoyanov, S & Hides, L 2016, ‘Gamification for health and wellbeing: A systematic review of the literature’, Internet Interventions, vol. 6, pp. 89-106.
Koivisto, J & Hamari, J 2014, ‘Demographic differences in perceived benefits from gamification’, Computers in Human Behaviour, vol. 35, pp.179-188.
Mekler, ED., Brühlmann, F, Tuch, AN. & Opwis, K 2015, ‘Towards understanding the effects of individual gamification elements on intrinsic motivation and performance’, Computers in Human Behavior, vol. 71, June 2017, pp. 525-534.
Sailer, M, Hense, J, Mandl, H & Klevers, M 2013, ‘Psychological perspectives on motivation through gamification’, Interaction Design and Architecture(s) Journal, no. 19, pp. 28-37.
Creative Commons materials
“Gamification Tool” by Emma Chen. (CC BY-NC-ND 4.0)












