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Motivational drivers behind gamification: the role of utilitarian, hedonic and social aspects

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The purpose of this paper is to investigate the motivational drivers behind gamification, adding new findings to the limited understanding of this phenomenon related to the use of game design elements in non game context, with the scope of affecting the user’s behaviour. Several elements related to possible motivational drivers have been identified (characteristic of utilitarian, hedonic and social aspects) and analysed aiming to assess their impact over the intention to use and recommend a gamified service. The study presents multiple regression analysis conducted on data collected through an online survey (n = 208) related to the gamification e-learning experience of Duolingo. The results indicate that utilitarian, hedonic and social aspects present a statistically significant impact on the intention to use and to recommend the service. However, the various elements analysed assume different roles as predictors, implying specific approaches depending on the objective pursued.

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Gamification Consumer behaviour Game elements Motivations

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Licença CC