Internet Learning Volume 4, Number 2, Fall 2015 | Page 91

Internet Learning user-centered design (Nicholson, 2012) and adaptive gamification (Monterrat, et al., 2014). Besides accommodating different user types, these methods also increase the challenge associated with the GDEs as a player’s mastery increases (Lee & Hammer, 2011). GDE-Task Relationship Fundamental to the GDE-Task relationship is the task itself. Like users, tasks are not created equal. The best tasks for gamification are those that have intrinsic value to the user (Deci, et al., 2001). For example, a gamified fitness tracker will be more successful if the user desires to become more fit, and will be even more successful if the GDEs are designed to reinforce that value. Of the purposes listed in Table 3, the GDE-Task relationship is crucial in establishing a gamelike experience. Towards this end, Aparicio and his colleagues (2012) propose a four-step process for effective gamification. 1. Clearly identify the main objective (Task) 2. Identify other objectives that would be interesting to users. These objectives form the foundation upon which the game mechanics are built 3. Select game mechanics (GDEs) that simultaneously support the main objective, the game objectives, and the basic psychological needs of the users 4. Assess the effectiveness of the design 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). An important aspect of an effective design is integrating the GDEs with the task, instead of merely adding them on (Linehan, et al., 2011). A scoring system that simply counts occurrences, for example, will not help the user establish or maintain a meaningful connection with the underlying Task (Nicholson, 2012). A meaningful GDE- Task relationship can also be supported by providing GDEs that allow users to set goals, and then work to achieve those goals (Linehan, et al., 2011). Additionally, the schedule of rewards is also important. According to SDT, rewards are often seen as controlling, which has a detrimental affect on the user’s underlying valuation of the task (Ryan & Deci, 2002). However, receiving a reward for having achieved something worthwhile can potentially affirm the user’s competence, which would have favorable results (Dichev, et al., 2014). Like users, tasks are not created equal. User-Task Relationship The relationship between the user and the task is summarized by the word valuation. The more value the user places on the task, the more effective gamification will be. Similarly, the more motivated the user is to perform the task without gamification, the more effective gamification will be. By definition, the user-task relationship is the reason to gamify a system. If the user is intrinsically motivated to accomplish the task, gamification is not required. Therefore, a gamified system provides needed extrinsic motivation for the user to accomplish the designated task. It is important to note that even if the gamified system is intrinsically motivating to the user, this 90