Table 5.
Gamification element | Psychological need | Number of interventions with element | Population type |
|
---|---|---|---|---|
Condition management (N = 31) | Condition prevention (N = 19) | |||
N (%) | N (%) | |||
Total interventions | 31 (100) | 19 (100) | ||
Game design elements reflecting engaged learning | ||||
Affiliation with others | Relatedness to others | 33 | 20 (64) | 13 (68) |
Focused goals | Autonomy | 29 | 17 (55) | 12 (63) |
Novelty and variety | Autonomy | 22 | 10 (32) | 12 (63) |
Affirmation of performance | Perceived competence | 20 | 13 (42) | 7 (37) |
Clear and compelling standards | Perceived competence | 19 | 16 (52) | 3 (16) |
Choice | Autonomy | 17 | 12 (39) | 5 (26) |
Challenging tasks | Perceived competence | 13 | 8 (26) | 5 (26) |
Protection from Adverse consequences for initial failures | Perceived competence | 3 | 2 (6) | 1 (5) |
Game design elements reflecting motivational affordances | ||||
Teammates | Relatedness to others | 10 | 7 (22) | 3 (16) |
Performance graphs | Perceived competence | 7 | 3 (10) | 4 (21) |
Meaningful stories | Relatedness to others | 3 | 2 (6) | 1 (5) |
Badges | Perceived competence | 2 | 1 (3) | 1 (5) |
Points | Perceived competence | 2 | 2 (6) | 0 (0) |
Leaderboard | Perceived competence | 1 | 1 (3) | 0 (0) |
Avatars | Relatedness to others | 0 | 0 (0) | 0 (0) |