BOOK REVIEW
The Gamification Design Handbook. 2023. Andrzej Marczewski; Gamified UK. 3rd edition. ISBN: 979-839-703-229-2, 348 pp.
Reviewed by Roberto Luis Carr
The Gamification Design Handbook is an illustrated book that contains practical ideas, strategies, and best practices for designing and implementing gamification in different contexts. The book guides through the theories that underpin the practice of gamification and game mechanics, providing helpful guidance on how to create gamified solutions. The author aims to inspire readers by offering an illustrated and engaging understanding of how to apply game concepts in education, work, health, and other fields. Huizinga (1950), Deterding et al. (2011), Pelling (2011), and Werbach (2014) have previously contributed to the development of ideas, strategies, techniques, and instructional design principles of gamification. At the same time, the author discusses ethical considerations, the potential of gamification to address real-world challenges, the use of gamification for educational purposes, and puts forward a framework for applying game design principles to business contexts.
The book provides a comprehensive and detailed structure of gamification design. It is divided into four coherent and didactic chapters to guide the reader through the Theory of Games, Play and Gamification, The Science of Gamification, Building Gamified Solutions, and Planning and Implementing the Gamification Design.
The first chapter addresses the theory of games, play and gamification and lays the theoretical foundation for the rest of the book. It guides the reader through the basic concepts of games, play, and gamification and clarifies the psychological and motivational factors that drive human engagement with game-based experiences. Nick Pelling (2011) wanted to make non-game-related interfaces, such as cash machines and ATMs, more like games. His definition of gamification was: “The application of game-like, accelerated user interface design to make electronic transactions both enjoyable and fast” (Pelling 2011). Sebastian Deterding’s definition, “the use of game design element in non-game contexts” (2011: 82) is the most widely recognised. Another definition which has gained popularity is Kevin Werbach’s “the process of making activities more game-like” (Werbach, K. (2014). The Dutch cultural historian Johan Huizinga (1955), in his classic book Homo Ludens, summed up an elaborate definition of play:
“we might call it a free activity standing quite consciously outside “ordinary” life as being “not serious” but at the same time absorbing the player intensely and utterly. It is an activity connected with no material interest, and no profit can be gained by it. It proceeds within its proper boundaries of time and space according to fixed rules and in an orderly manner. It promotes the formation of social groupings that tend to surround themselves with secrecy and stress the difference from the common world by disguise or other means.” (Huizinga 1955: 13)
By establishing this theoretical framework, readers gain a deeper understanding of the underlying principles that inform gamification design. It includes ethical considerations on gamification and pleasurable attitudes. In this regard, ethics provides a framework for evaluating behaviours based on their potential impact on conscious beings, whether the impact is beneficial or harmful. This chapter sets the stage for subsequent discussions on designing and implementing effective gamification strategies. By establishing a solid theoretical framework, readers will be able to navigate the complexities of gamification with a deeper understanding of its underlying principles and ethical considerations.
Building on the theoretical foundations laid in the first chapter, the author further explores the scientific principles that underpin effective gamification as well as the psychological and motivational factors. Chapter 2 focuses on key aspects related to motivation and neuroscience, autonomy reference, and mastery. This chapter explores the science behind gamification to explain the mechanisms that drive engagement and behavioural change in gamified experiences. The exploration begins with an analysis of the concept of motivation and its role in gamification. Drawing on the self-determination theory and other motivational frameworks, the chapter considers the intrinsic and extrinsic factors that influence human behaviour. Intrinsic motivation is defined by Ryan and Deci (2000) as “doing an activity for its inherent satisfactions rather than for some separable consequence” (Ryan, & Deci 2000: 54). They identify three intrinsic motivators: competence (or mastery), autonomy, and relatedness, which form the core of self-determination. In contrast, extrinsic motivation is “a construct that pertains whenever an activity is done in order to attain some separable outcome” (Ryan, & Deci 2000: 78). Furthermore, the discussion revolves around the RAMP (Relatedness, Autonomy, Mastery, Purpose) of intrinsic motivation and how these elements serve as powerful drivers of engagement and sustained participation in gamified activities. In addition, the chapter explores user typologies in gamification, with a particular focus on the Player Type Framework for Gamification Design (HEXAD). By categorising users based on their motivational preferences and personality traits, the chapter provides insights into tailoring gamified experiences to diverse audience segments, thereby increasing engagement and effectiveness. In addition, the chapter delves into the neuroscience of gamification, exploring how gamified experiences activate reward pathways in the brain and stimulate neurotransmitter systems associated with motivation, learning, and pleasure. Through a synthesis of neuroscience research and practical examples, the chapter sheds light on the neural mechanisms underlying the appeal and effectiveness of gamification in driving behaviour change and fostering long-term engagement. To sum up, this chapter serves as a critical bridge between theoretical understanding and practical application in the field of gamification. By building upon the foundational knowledge established in the first chapter, the reader is guided through an exploration of the scientific principles that underlie effective gamification strategies.
The application of findings from psychology and neuroscience in gamification design, such as combining rewards, feedback systems, and intrinsic and extrinsic motivation, contributes to the development of gamified solutions.
Chapter 3 explores a range of game mechanics and techniques, illustrating how gamification can be tailored to different contexts and objectives providing real-world examples and a gamification design framework. For example, The Magic Circle (Challenge, Feedback, and Reward) whose main aim in gamification, in terms of challenges, feedback, and rewards, is to create an environment where players can engage with the game mechanics, receive meaningful feedback on their actions, and be motivated by rewards within the confines of the game space. Challenges give players the opportunity to test their skills and abilities. Furthermore, feedback informs them of their progress and performance, and rewards help as incentives to motivate continued engagement and achievement. This chapter demonstrates the versatility of gamification in fields ranging from education and healthcare to marketing and employee engagement. It also explores how game mechanics and rewards, badges, points, levels, timers, leaderboards, and feedback elements can influence user behaviour and motivation. These elements appeal to the human need for recognition and achievement based on their performance compared to others, inspiring competition, and a sense of social recognition. This can encourage friendly rivalry and motivate users to improve their position. In addition, through empirical evidence and case studies from the field of education, the reader could gain a perception of the cognitive processes that drive engagement with gamified experiences. For example, an experiment conducted by Mischel, Ebbesen, and Zeiss (1972), known as the Stanford Marshmallow Experiment, focused on the study of self-control and delayed gratification. The study demonstrated that the ability to delay gratification was related to later-life outcomes such as academic and professional success. Overall, chapter 3 serves as a comprehensive guide for designing and implementing gamification projects, bridging the gap between theory and practice. By combining scientific evidence with practical examples, the chapter enables readers to create engaging gamified experiences that increase user motivation and participation.
The gamified solutions, interactive design approach, game elements, and learnings are beneficial for planning and implementing the gamification. The final chapter provides a systematic approach to planning and implementing gamification initiatives. The chapter begins by helping readers to establish clear and specific objectives for their gamification project. This stage is crucial to ensure that the gamification design is aligned with the broader goals and objectives of the organisation. It also guides readers through the process of identifying the target behaviours that they want to encourage or change through gamification. This stage involves a thorough understanding of the target audience and their motivations, as well as identifying the key behaviours that will lead to the achievement of the established objectives. The chapter highlights best practices for enhancing gamification experiences, like personalisation, immediate/instant feedback, and social gamification. These practices help keep users engaged and motivated over time, increasing the effectiveness and impact of the gamification strategy. The chapter also guides readers through defining goals, identifying target behaviours, and selecting appropriate game mechanics and user feedback. For example, Candy Crush and Soda Saga are examples of the “match 3” puzzle game genre first popularised by Bejeweled (2013) for optimising gamified experiences. Furthermore, this chapter provides a systematic and detailed framework to guide the reader through the planning and implementation of gamification initiatives. It is an integral part of the work, providing practical, systematic guidance for designing and implementing effective gamification strategies. In conclusion, the final chapter of the book serves as a comprehensive and invaluable resource for planning and executing gamification initiatives. By integrating insights from gamified solutions, an interactive design approach, and essential game elements, readers are equipped with practical guidance to enhance the effectiveness of their gamification strategies.
This book is a helpful tool for anyone who wants to use gamification to create interesting and engaging experiences that inspire and motivate people to achieve their goals. The author successfully introduces, explains, and illustrates gamification and offers game examples to identify the components that work together within a gamification design framework to achieve the best results for players.
The book is a valuable reference for anyone interested in the use of gamification as a tool to increase engagement and improve users’ lives, as the author has effectively considered widely used game design features and ideas, adapted them for non-game situations, and presented gamification in an organised manner, incorporating points, levels, rewards, rankings, challenges, competitions, and game mechanics into these fields, with ethical considerations related to gamification.
References
Deterding, S., Dixon D., Khaled R., & Nacke L. (2011). From game design elements to gamefulness: Defining “gamification”. Proceedings of the 15th International Academic MindTrek Conference: Envisioning future media environments, 9-15. https://doi.org/10.1145/2181037.2181040
Huizinga, J. (1955). Homo Ludens: A study of the play-element in culture. Boston: Beacon Press.
Mischel, W., Ebbesen, E., & Zeiss, A. R. (1972). Cognitive and attentional mechanisms in delay of gratification. Journal of Personality and Social Psychology, 21(2), 204-218. https://doi.org/10.1037/h0032198
Pelling, N. (2011, August 9). The (short) prehistory of “gamification”. Funding Startups (and other impossibilities). Retrieved February 2, 2024, from https://nanodome.wordpress.com/2011/08/09/the-short-prehistory-of-gamification/.
Ryan, R. M., & Deci, E. L. (2000). Intrinsic and extrinsic motivations: Classic definitions and new directions. Contemporary Educational Psychology, 25, 54-67. https://doi.org/10.1006/ceps.1999.1020
Werbach, K. (2014). (Re)Defining Gamification: A Process Approach. In International Conference on Persuasive Technology. Lecture Notes in Computer Science, vol. 8462. Springer, Cham. 266-272. https://doi.org/10.1007/978-3-319-07127-5_23.
How to cite this article: Carr, R. L. (2024). Book review: Andrzej Marczewski. 2023.The Gamification Design Handbook. Gamified UK. 3rd edition. ISBN: 979-839-703-229-2, 348 pp. Journal of Linguistic and Intercultural Education – JoLIE, 17(1), 145-149. doi: https://doi.org/10.29302/jolie.2024.1.9
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