Internet Learning Volume 4, Number 2, Fall 2015 | Page 90

A Model of Gamification Design Any gamified system consists of three essential elements: a user, a non-game task for the user to perform, and a set of GDEs that motivate the user to perform the task. Combined, these form an element-based model of gamification, shown in Figure 1. Gamification Challenges and a Case Study in Online Learning Figure 2. Relationship-based model of effective gamification Figure 1. Element-based model of gamification The non-game task in the model is used to represent a specific instance of a non-game context. The underlying goal of a gamified system is for the user to accomplish the task, illustrated by the dashed, gray arrow. Within any gamified system, GDEs are used to motivate the user to accomplish the task, illustrated by the two black arrows. Although the terminology differs slightly, this model is consistent with the Deterding, et al. (2011) definition: GDEs are used in a non-game task. Furthermore, the model adequately delineates two aspects of gamification’s scope: 1. All gamified systems must have these three elements 2. Any non-game system with these three elements is a gamified system. Although the elements in the above model are essential for any gamified system, effective gamification depends on the relationships between the elements, which are shown in Figure 2. Any gamified system consists of three essential elements: a user, a non-game task for the user to perform, and a set of GDEs that motivate the user to perform the task. User-GDE Relationship The User-GDE relationship is one of motivation. In terms of the purpose descriptors from Table 3, this relationship includes motivating users, engaging users, and increasing user interest. The conceptual framework for this relationship is the theory of motivational affordances (Zhang, 2008 and Deterding, 2011), supported by self-determination theory (SDT) (Ryan & Deci, 2002). According to these theories, motivation is afforded when the GDEs align with user abilities, allowing the user to fulfill the basic psychological needs of autonomy, competence, and relatedness (Deterding, 2011). Inherent in this relationship is the concept that users differ. Accordingly, a set of GDEs that provide strong motivational affordances to one user may prove ineffective for another. Two promising methods for supporting the user-GDE relationship are 89