Examining the Commonalities and Differences Between Gamblification and Gamification: A Theoretical Perspective.

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Title: Examining the Commonalities and Differences Between Gamblification and Gamification: A Theoretical Perspective.
Authors: Macey, Joseph (AUTHOR), Adam, Martin (AUTHOR), Hamari, Juho (AUTHOR), Benlian, Alexander (AUTHOR)
Source: International Journal of Human-Computer Interaction. Apr2025, Vol. 41 Issue 7, p4067-4080. 14p.
Subjects: Persuasive technology, Extrinsic motivation, Intrinsic motivation, Gamification, Terms & phrases
Abstract: Gamification has arguably emerged as the most dominant of persuasive technologies, giving rise to a multidisciplinary field and diverse associated industries. As the field has grown, so too has the need for further resolution, nuance, and conceptual acuity; it is important to be able to distinguish different facets once the use of umbrella terminology becomes insufficient. One notable area of interest is gamblification, the study of which is not yet as well-developed; while gamblification is often conceptualized as an extension of gamification, recent research has found it to be an effective means of engaging users in alternative ways. This article examines points of similarity and difference between gamblification and gamification, with the intention to highlight the scope of gamblification as a means to promote specific user behavior and, furthermore, to provide a clear theoretical basis for the ongoing investigation into this phenomenon. The most significant point of difference is that while successful gamification primarily utilizes intrinsic motivations to effect meaningful change, gamblification does so predominantly through leveraging extrinsic motivations. Consequently, gamification and gamblification are used to achieve different aims and are suited to different contexts. Finally, a future research agenda for developing the study of gamblification is presented. [ABSTRACT FROM AUTHOR]
Copyright of International Journal of Human-Computer Interaction is the property of Taylor & Francis Ltd and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
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  Data: Examining the Commonalities and Differences Between Gamblification and Gamification: A Theoretical Perspective.
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  Data: <searchLink fieldCode="AR" term="%22Macey%2C+Joseph%22">Macey, Joseph</searchLink> (AUTHOR)<br /><searchLink fieldCode="AR" term="%22Adam%2C+Martin%22">Adam, Martin</searchLink> (AUTHOR)<br /><searchLink fieldCode="AR" term="%22Hamari%2C+Juho%22">Hamari, Juho</searchLink> (AUTHOR)<br /><searchLink fieldCode="AR" term="%22Benlian%2C+Alexander%22">Benlian, Alexander</searchLink> (AUTHOR)
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  Data: <searchLink fieldCode="JN" term="%22International+Journal+of+Human-Computer+Interaction%22">International Journal of Human-Computer Interaction</searchLink>. Apr2025, Vol. 41 Issue 7, p4067-4080. 14p.
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  Data: <searchLink fieldCode="DE" term="%22Persuasive+technology%22">Persuasive technology</searchLink><br /><searchLink fieldCode="DE" term="%22Extrinsic+motivation%22">Extrinsic motivation</searchLink><br /><searchLink fieldCode="DE" term="%22Intrinsic+motivation%22">Intrinsic motivation</searchLink><br /><searchLink fieldCode="DE" term="%22Gamification%22">Gamification</searchLink><br /><searchLink fieldCode="DE" term="%22Terms+%26+phrases%22">Terms & phrases</searchLink>
– Name: Abstract
  Label: Abstract
  Group: Ab
  Data: Gamification has arguably emerged as the most dominant of persuasive technologies, giving rise to a multidisciplinary field and diverse associated industries. As the field has grown, so too has the need for further resolution, nuance, and conceptual acuity; it is important to be able to distinguish different facets once the use of umbrella terminology becomes insufficient. One notable area of interest is gamblification, the study of which is not yet as well-developed; while gamblification is often conceptualized as an extension of gamification, recent research has found it to be an effective means of engaging users in alternative ways. This article examines points of similarity and difference between gamblification and gamification, with the intention to highlight the scope of gamblification as a means to promote specific user behavior and, furthermore, to provide a clear theoretical basis for the ongoing investigation into this phenomenon. The most significant point of difference is that while successful gamification primarily utilizes intrinsic motivations to effect meaningful change, gamblification does so predominantly through leveraging extrinsic motivations. Consequently, gamification and gamblification are used to achieve different aims and are suited to different contexts. Finally, a future research agenda for developing the study of gamblification is presented. [ABSTRACT FROM AUTHOR]
– Name: AbstractSuppliedCopyright
  Label:
  Group: Ab
  Data: <i>Copyright of International Journal of Human-Computer Interaction is the property of Taylor & Francis Ltd and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.)
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      – Type: doi
        Value: 10.1080/10447318.2024.2346690
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      – Code: eng
        Text: English
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        PageCount: 14
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        Type: general
      – SubjectFull: Extrinsic motivation
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      – SubjectFull: Intrinsic motivation
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      – SubjectFull: Gamification
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            – D: 01
              M: 04
              Text: Apr2025
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              Y: 2025
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