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Evaluating the Usefulness of Negative Effects in GDE Adoption

DATE POSTED:January 13, 2025

:::info Authors:

(1) Clauvin Almeida, Pontifical Catholic University of Rio de Janeiro (PUC-Rio), Rio de Janeiro, Brazil;

(2) Marcos Kalinowski, Pontifical Catholic University of Rio de Janeiro (PUC-Rio), Rio de Janeiro, Brazil;

(3) Anderson Uchoa, Federal University of Ceara (UFC), Itapaje, Brazil;

(4) Bruno Feijo, Pontifical Catholic University of Rio de Janeiro (PUC-Rio), Rio de Janeiro, Brazil.

:::

Table of Links

Abstract and 1 Introduction

2. Background and Related Work and 2.1. Gamification

2.2. Game Design Elements and 2.3. Gamification Effects

2.4. Related Work on Gamification Negative Effects

3. Systematic Mapping and 3.1. The Research Questions

3.2. Search Strategy and 3.3. Inclusion and Exclusion Criteria

3.4. Applying the Search Strategy

3.5. Data Extraction

4. Systematic Mapping Results

5. Focus Group: Developer Perception on the Negative Effects of Game Design Elements

5.1. Context and Participant Characterization

5.2. Focus Group Design

5.3. The Developers’ Perception on The Negative Effects

5.4. On the Perceived Usefulness, Ease of use and Intent of Adoption of Mapped Negative Effects

5.5. Participant Feedback

6. Limitations

7. Concluding Remarks

7.1. Future Research Directions

Acknowledgements and References

5.4. On the Perceived Usefulness, Ease of use and Intent of Adoption of Mapped Negative Effects

As designed, based on a simplified and direct approach on the main TAM constructs, we asked participants to assign one vote to their agreement degree on the usefulness, ease of use, and intent of adoption of information on potential negative effects of game design elements to support adoption decisions. We have collected the agreement degree by the participants in the session’s virtual mural (as illustrated in section G of Figure 7) based on a five-point Likert scale [114].

\ Figure 16 illustrates the level of Agreement reported by the participants.

\ All participants strongly agree about the usefulness of the potential negative effects of game design elements to support adoption decisions. On the other hand, only one participant partially disagrees and three participants partially agree that the information about the potential negative effects are easy to use. Finally, one participant partially agrees and three participants strongly agree on the intent to use. With regard to these questions, participant P1 mentioned that information about the negative effects are sensitive to the context of the gamified software: “[…] depending on the context of your software, it may be that all negatives effects become positives, for instance. So, depending on the context,

\  The level of Agreement on Usefulness, Ease to Use, and Intention to Use.

\ and if a catalog is created, it is very sensitive to the context of the application.”. Additionally, P2 mentioned that information about negative effects is important for developers who have never implemented a gamified system: “[…] to learn from other people’s experience, for example with a succinct catalog so that you can get information quickly and learn, I think it is extremely valuable.”.

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:::info This paper is available on arxiv under CC BY 4.0 DEED license.

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