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Rethinking Gamification Failure: A Model and Investigation of Gamified System Maladaptive Behaviors

Tseng, Shih-Lun "Allen"; Sun, Heshan; Santhanam, Radhika; Lu, Shuya; Thatcher, Jason B. Rethinking Gamification Failure: A Model and Investigation of Gamified System Maladaptive Behaviors. Information Systems Research. Dec2024, Vol. 35 Issue 4, p1743-1765.ÌýÌýÌýÌý

Current studies show gamification, the integrating of game design elements into target systems, enhances user engagement and instrumental task outcomes. Despite its potential for improving behavioral outcomes, gamification can also lead to maladaptive behaviors, behaviors directed at misappropriating gamified systems. We conceptualized gamified system maladaptive behaviors (GSMB), which involve technology and gamified task maladaptations. We developed a model that depicts three drivers of GSMB from design elements, how they fulfill or frustrate psychological innate needs, which in turn drive GSMB, and how GSMB affect task performance. We tested how the three drivers of design elements affect GSMB in Study 1 by empirically examining users of a gamified system, Pocket Points. The results support our conceptualization of GSMB, and design issues as its antecedents. To further unpack this relationship, we then employed a within-subject experiment and a follow-up survey in Study 2. By manipulating the design issues, we found that GSMB adversely affect task performance, because these users may focus too intently on winning the game, at the expense of task performance. By assessing the fulfillment of psychological needs, our findings suggest that design in gamified systems may not uniformly fulfill the satisfaction of psychological needs and consequently triggers GSMB. Despite the increasing interest in gamified systems and excitement about their potential positive impact on user engagement, a few studies have started to note gamification failures, which can result from user maladaptive behaviors, or behaviors directed at misappropriating gamified systems. In this research, we examine how such maladaptive behaviors can result from design issues of gamified systems and how such behaviors impact task performance. To date, little is known about design issues which may drive users to maladapt, and why they maladapt gamified systems. We systematically conceptualize gamified system maladaptive behaviors (GSMB) as having two dimensions: technology maladaptation and gamified task maladaptation. Based on goal-setting theory and self-determination theory, we develop a research model of GSMB. The model depicts three drivers of GSMB: game-task goals misalignment, game-task complexity, and gamification structure injustice, and how they fulfill or frustrate psychological innate needs (i.e., needs for autonomy, competence, and relatedness), which in turn drive GSMB. We conducted two studies using different contexts. We tested the model with Study 1 empirically examining users of a gamified system, Pocket Points. With Study 2, we employed a within-subject experiment. By manipulating the design issues, we assessed the fulfillment of psychological needs induced by the gamified system. The results largely support our conceptualization of GSMB and the research model, highlighting the design issues as the main drivers of GSMB, and that the greater the GSMB, the greater the negative impact on task performance. Findings from this research have implications for both information systems research and gamification practices.ÌýÌýÌýÌý

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