Research

Maybe we’ve got it wrong. An experimental evaluation of self-determination and Flow Theory in gamification

Maybe we’ve got it wrong. An experimental evaluation of self-determination and Flow Theory in gamification

Maybe we’ve got it wrong. An experimental evaluation of self-determination and Flow Theory in gamification

Maybe we’ve got it wrong. An experimental evaluation of self-determination and Flow Theory in gamification

Jared R. Chapman, Tanner B. Kohler, Peter J. Rich & Angela Trego

Abstract

"Research has repeatedly demonstrated that educational gamification can improve academic outcomes. However, a well-defined theoretical explanation for gamification’s positive effects has yet to be validated. Two theories are fre-quently cited as potential theoretical explanations for gamification: Self-determination Theory (SDT) and Flow Theory. In this study, we compare students’ academic outcomes with measures of SDT and Flow Theory in both gamified and non-gamified versions of a course. Results showed a statistically significant effect for the gamified group on four academic measures: withdraw-als, failures, dropouts, and performance. Given gamification’s significant improvements in academic outcomes, we expected to find a similarly signifi-cant difference in SDT and Flow Theory measures. However, there were no significant differences on 18 of 19 subscales assessed. These results suggest that contrary to common suggestions made in gamification literature, SDT and Flow Theory are insufficient explanations for gamification’s effectiveness. This finding, if confirmed in other studies, will have significant impact on how gam-ification is studied and implemented in the future. We suggest other possible theoretical explanations for gamification and how they might be validated."

Reference

Chapman, J. R., Kohler, T. B., Rich, P. J., & Trego, A. (2023). Maybe we’ve got it wrong: An experimental evaluation of self-determination and Flow Theory in gamification. International Journal of Game-Based Learning, 13(2), 45-62. https://doi.org/10.1080/15391523.2023.2242981

Keywords

Motivation, Engagement, Gamification