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https://doi.org/10.1007/s42979-023-02579-2
ORIGINAL RESEARCH
System Thinking in Gamification
Anders Nordby1
· Håvard Vibeto1 · Sophie Mobbs1 · Harald U. Sverdrup1
Received: 7 February 2023 / Accepted: 20 December 2023
© The Author(s) 2024
Abstract
People spend a lot of time and energy playing videogames (Kapp in The gamification of learning and instruction: gamebased methods and strategies for training and education. Pfeiffer an imprint of Wiley, San Francisco, 2012), and as a result,
gamification has grown from a buzzword into a discipline. Since 2012, the authors have experimented with system thinking
as a methodology for developing gamification and will present examples in this article. The primary objectives are to study
how system thinking can be used to understand, design, develop and document gamifications, and how psychology and
pedagogics can be integrated in the process to enhance the learning. This is an observational case study that gives examples
of how students (i) use system thinking to understand and clarify the gamification case using system analysis and (ii) use
system dynamics to simulate cases and predict user responses. Students begin system analysis once the gamification idea is
developed and their goals and the case parameters are established, and it includes making casual loop diagrams, flow charts,
and reference behavior patterns. Students then find and experiment with numerical data for the case and use system dynamics to simulate the gamification and predict the user results. The pedagogy is problem based and grounded in traditional
problem-based learning and situated learning. This article shows how system thinking allows students and professionals
to develop a deeper and more tangible understanding of the research materials and presumptions they have when engaging
in any given gamification scenario. System thinking also provides tools to test research material and hypotheses in a more
structured, manageable, and palpable way. Although we have discovered several ways system thinking can benefit gamification design, the research has also revealed new areas where system thinking could be explored further.
Keywords Gamification · Serious games · Game development · Games and learning · Pedagogy · System thinking
Introduction
Gamification stems from the idea that game mechanics and
game thinking can be utilized for goals other than creating
entertainment and fun. Games employ structures, tasks, and
rewards that can be used outside games to change human
behavior and motivation and to help reach non-trivial goals.
Gamification can create new ways to engage users, target
new user groups, and motivate them to achieve goals they
have or did not know they had [2]. The goal of gamification is to promote learning, engagement, motivation, and
change behavior in a positive way [1]. The idea of gamification has been fueled by the proliferation of smartphones,
* Anders Nordby
[email protected]
1
Department of Game Development, The Game School
Inland, Norway University of Applied Sciences, Holsetgaten
31, 2301 Hamar, Norway
social media, the internet of things, and the popularity of
videogames.
The culture of the gamer has now permeated every age
group; people spend a lot of time playing videogames, on
many different devices [1] and the vocabulary of videogames
is familiar to a big portion of the population. Yet, gamification is a relatively new field of study and as a discipline
can be strengthened with scientific methods that can help
design and test the development of different gamifications
applications.
Designers must be able to predict how the user will react
to and is motivated by the different components of the gamification. As gamification uses game-based mechanics, thinking, and esthetics, the user must engage with a system that
is going to provoke extrinsic rewards and lasting intrinsic
motivation that will result in some kind of quantifiable outcome [1].
System thinking can help predict and simulate the multitude of outcomes and reactions the gamification can create.
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It can give more insights into individual cases, and to some
extent it can even estimate how motivation and learning will
develop when someone is using the gamification. It can also
help target the type of motivation that needs to be stimulated
to reach an application’s goals.
Gamification
Using different engagement models and reward systems to
create learning, motivation, and behavior changes is nothing new—it has been done for decades in schools, sports,
businesses, the military, and the advertising industry [3].
However, unlike these earlier applications, gamification
fuses game thinking, game culture, and digital technology,
and new ways of learning, engagement, and motivation
emerge. This fusion ushers in new ways of fostering learning, engagement, and motivation, leading to a transformation in how individuals interact with tasks, challenges, and
goals. The word "gamification" is often considered to have
been coined by Nick Pelling in 2002 [2]. But it was Jane
McGonigal’s 2011 book, "Reality is Broken," that popularized the idea of gamification as a tool [4]. So, what defines
gamification? One short definition is that gamification is
the use of game design elements in non-game contexts [3].
Another more elaborate definition asserts that “Gamification
is using game-based mechanics, esthetics, and game thinking to engage people, motivate action, promote learning,
and solve problems” [1]. The overarching goal of gamification is to make activities fun and engaging by introducing
game mechanics but also to harness the inherent engagement
people experience when playing games in areas other than
entertainment.
In gamification, one can motivate not only through
rewards (extrinsic motivation), but also through fostering
inner motivation that can change the user's behavior permanently (intrinsic motivation) and enable the user to reach
goals she could not reach on her own [1]. In the realm of
gamification, motivation takes on various forms. It can stem
from extrinsic rewards, where individuals are motivated by
external incentives [5, 6]. However, gamification also has the
potential to nurture intrinsic motivation, which prompts lasting behavior change within users. This intrinsic motivation
not only influences behavior but also empowers individuals
to achieve goals they might have deemed unattainable on
their own [1]. As a growing discipline, gamification uses
knowledge and research from other fields, including game
design, pedagogy and didactics, psychology, and interaction design [7]. This multidisciplinary approach fuels the
evolution of gamification by infusing it with insights from a
variety of domains. But as a new discipline, it also needs to
develop methods to design gamification applications.
One promising avenue for developing foundational
knowledge about gamification design is through system
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thinking. By comprehending the various components of a
game and delving into the formal theories and definitions
of games, this approach facilitates the creation of gamified
experiences that align with desired player experiences. System thinking can be a useful tool for developing the basic
knowledge of game design—understanding the different
components of a game as well as the formal theories and
definitions of games—that underpins successful gamification design, and thus facilitates the creation of gamification
applications that give the users and producers the desired
experience and outcome.
State of the Art in Gamification Design
Gamification design often builds on a traditional game
design development process, and although gamification
development has moved beyond the days of simply adding
rewards to induce player motivation, the design process is
often linear (Fig. 1. below). Normally, a video game production consists of specific phases that have become reasonably standardized, although the names used may vary somewhat [8–10]. Game development is often divided into three
phases, which are also found in many other types of media
productions: pre-production, production, and post-production [11–14]. During pre-production, developers established the foundation for the game's creation. This phase
includes conceptualizing the game, defining core mechanics, establishing artistic direction, and planning the project's
scope. Creative teams brainstorm ideas for the game's story,
mechanics, gameplay features, and visual style to define its
unique selling points [15]. Market research is conducted to
analyze trends, understand target audience preferences, and
assess competitor games to identify opportunities and ensure
the game's viability. Prototypes are created to validate core
gameplay mechanics and concepts, gathering feedback early
in the process [16]. The production phase is where the actual
game development occurs. Teams work on coding, art creation, sound design, and level design to bring the game to life.
Programmers write code to implement game mechanics, user
interfaces, artificial intelligence, and other technical aspects
[12]. Artists produce character models, environment assets,
textures, animations, and other visual elements defining the
game's esthetic [9]. Sound designers and composers enhance
the immersive experience with background music, sound
effects, and voiceovers [17]. In the post-production phase,
the focus shifts to refining the game, rigorous testing, and
preparing for release. Quality assurance (QA) testing is crucial, where testers playtest the game thoroughly to identify
bugs, glitches, and gameplay issues for resolution. Developers refine gameplay, graphics, and other aspects based on
QA feedback and user testing [16]. The game is translated
into different languages, and the final version is prepared for
distribution across various platforms [3].
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Fig. 1 Traditional game design
While gamification design shares similarities with traditional game development, it distinguishes itself by focusing on enhancing services or products to achieve specific
objectives. A gamification project typically begins with the
owners' desire to reach specific objectives. Achieving these
goals often involves analyzing user behavior and preferences, which then informs the translation of these objectives into actionable game-design elements that constitute
the final gamification product or service [18]. Notably, while
pedagogics and psychology may be considered during the
design process, they are rarely integrated into gamification design with scientifically proven methodologies. This
is where our project comes into play. We employ system
thinking to integrate game design, psychology, pedagogics,
and technology through system analysis and simulation. This
approach underscores the significance of feedback loops as
an integral part of the design process.
The innovation in our project lies not in inventing new
tools but in leveraging existing ones in novel ways. By
adopting this holistic and systems thinking-based approach,
we aim to bridge the gap between traditional game development and the ever-evolving field of gamification. This
approach ensures that gamification products are not just
superficial add-ons but are thoughtfully designed to meet
specific objectives and engage users effectively.
By integrating diverse disciplines and leveraging system thinking, we pave the way for more sophisticated and
impactful gamification experiences that can drive meaningful user engagement and behavior change in various
contexts.
System Definitions and Knowledge Gaps
Our definition of system science and system thinking is
based on definitions from our book, “System Thinking,
System Analysis, and System Dynamics” [19]. System science is defined as the science of system thinking, system
analysis, and system dynamics. System thinking is about
understanding causal relationships and how a cause results
in an effect and how the effect may have feedback on the
cause [19–24] define system thinking as a set of synergetic
analytical skills used to improve the capability of identifying
and understanding systems, predicting their behaviors, and
devising modifications to them to produce desired effects.
These skills work together as a system. System analysis is
a conceptualization from which a qualitative understanding
of the logic of the systems is built, while system dynamics
is about building a quantitative model of the system that is
used to simulate the system.
We believe there are several knowledge gaps in the field
of gamification development. First, we believe that the
design of gamification can be strengthened scientifically
by introducing well-known and proven scientific methodologies into the pre-production phase. Second, connecting
gamification to motivational psychology can strengthen the
credibility of the design and its goals in this phase [1]. Third,
we believe that being able to simulate the use and interaction
of the gamification before starting the production phase can
save development time and money. This must be verified by
further research (see Fig. 2).
Scope and Objectives
This article discusses how we use system thinking in several ways in connection with gamification. Two student
projects from a course that focuses on the pre-production phase of gamification development will be given as
examples. In this course, students do not create a finished
gamification application but rather a prototype based on
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Fig. 2 Illustration of how the gamification is simulated and tested
before they are implemented. It all starts with the Game proposal.
In Simulated outcome gap to goals, the simulated design is checked
against the Game goals to verify if our design works. If it does not,
we go back to Conceptualization or the Game proposal to revise and
simulate again. This can be done many times. When the result is satisfactory, we move to the top of the CLD and implement the game.
There we compare the implemented version to the goals and, if necessary, go back to the Game proposal and modify it
psychology, system thinking, analysis and dynamics, and
specific design choices. The article will not discuss the
production and post-production phases of the gamification app in any depth.
Data Collection and Analysis
Research Questions
The article discusses how system thinking can be used to
understand, design, develop, and document the process of
gamification, and how psychology and pedagogy can be
used to enhance the learning process. The research question is: “How can system thinking be used to understand,
design, develop, and document the process of gamification, and how can psychology and pedagogy be integrated
into the process to enhance learning?”.
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The research methodology used in student projects is
Action Research. Both the research and the data collection are situational, practical, systematic, and cyclical, and
the result of each cycle is constructivist in its implementation [25]. The collected data include student assignments
and reports, meeting summaries, teacher notes from student presentations, and so on. These data are analyzed
and discussed both during the course and afterward and
form the basis for immediate changes or justifications of
the course design and implementation. Whenever possible,
system analysis is used to clarify and make sense of the
results. The use of system thinking and action research
has, over the years, spread into several courses and topics/
disciplines in the game school, such as gamification, game
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design, programming, and others, and today is a form of
collaborative action research.
Theory
System Thinking
System thinking is a concept and language that helps substantiate and explore how causal relationships and feedback
work within a system. It has two components: system analyses and system dynamics simulations. System analysis is a
qualitative way of describing connections, causalities, and
feedback in a system, while system dynamics is a numerical
simulation of the system. System analysis includes group
modeling—stakeholders’ interests and connections are
mapped by finding shared questions for the problem, drawing flowcharts, and making a causal loop diagram (CLD).
The CLD is the most important tool and shows causes,
effects, and feedback in the system and how they are interconnected. An example of a CLD is shown in Fig. 3.
This drawing shows a simple CLD in which a cause produces an effect. An arrow links the cause to the effect. The
plus sign ( +) indicates that the cause increases the effect.
The effect provides feedback on the cause, which is illustrated with an arrow leading from the effect back to the
cause. The minus sign (–) here indicates that more of the
effect will weaken the cause. The system has two loops:
balancing (B) and reinforcing (R).
System dynamics is a numeric simulation of the system
analysis results. In our project, we use STELLA Architect
for the system dynamics simulation. Figure 4 shows the
simulation of the CLD in Fig. 3.
The effect influences the inflow through the feedback
loop to the cause. The cause also influences the value of
the effect through the outflow. More about system thinking
can be found in Senge [22], Sterman [23], Haraldsson and
Sverdrup [24], and Sverdrup and Svensson [26].
Fig. 3 An example of a causal loop diagram (CLD)
Fig. 4 Realization of the causal loop diagram
Gamification Psychology
Gamification is about creating motivation. It normally
begins with extrinsic motivation, with the goal of creating
permanent intrinsic motivation. Proven and tested psychological models exist that can be used to better understand
how extrinsic and intrinsic motivation are created—the student examples discussed here not only focus on the ARCS
model and the self-determination theory (SDT) [1], but
also occasionally use other theories such as Malone [27]
and Lepper [1]. As the ARCS and SDT models are the most
widely used in the student examples, we will briefly introduce them below, building on Kapp’s explanation of the
model [1].
The ARCS model is a four-factor model developed by
John Keller [28]. ARCS stands for attention, relevance,
confidence, and satisfaction. Many of these elements have
applications for gamification and motivation and can be
applied to various aspects of gamification and game-based
learning. Attention addresses gaining a learner’s interest
in the content through various means. Perceptual arousal
draws learner attention through specific, relatable examples.
Inquiry arousal stimulates curiosity through questions or
challenges posed to the learner. Roleplay or hands-on experience also falls under this rubric. Relevance can be established by using goal orientation that describes how the goal
will help the learner by illustrating the importance of reaching the goal [1]. Similarly, the learner gains confidence when
they achieve success. Satisfaction is about learning having
value and being worth continued effort. That is, the learners
should be given the opportunity to successfully apply their
new knowledge and skills in a real or simulated setting so
they can see what they have learned being applied. Additionally, variability is about varying the delivery method
periodically to maintain the learner’s attention [1]. Positive
encouragement and reinforcement keep them motivated
throughout the learning process—it is important to try to
tap into the intrinsic and not only the extrinsic motivation
of the learners.
According to the self-determination theory (SDT),
human motivation to perform a task or activity is internally
driven as opposed to externally driven. SDT can be used to
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describe how and why motivation is facilitated or undermined in diverse human activities such as sports, education,
healthcare, work, and religion. The theory also proposes
that events and conditions that enhance a person’s sense of
autonomy and competence support intrinsic motivation and,
on the other hand, factors that diminish perceived autonomy
or competence undermine intrinsic motivation. SDT focuses
on three elements: autonomy, competence, and relatedness.
Case Methodology
In our classes, students construct their gamification projects within one of three categories: Learning, Health, and
Sustainability. The project assignment is divided into three
parts: (1) project analyses through system thinking, (2)
design of the gamification prototype, and (3) writing the
project report. Continued progress on the projects is fostered
by requiring students to present their work to the class at
regular intervals and by receiving comments and feedback
from peers and teachers. The students also regularly write
blogs detailing their progress and seek out feedback and
advice in online forums and from peers.
Teaching methodology in the gamification course is
loosely based on problem-based learning (PBL). PBL originates from the novel instruction model implemented in medical education in the late 1960s by Howard Barrows and his
colleagues [29]. PBL was originally conceived as a studentcentered learning model in which students solved real-world
problems in groups. This approach is also our focus; we
want our students to learn to solve real-world problems and
practice the methodology they are taught. During this phase,
they also find and study the theory they need to solve the
problem. Working in groups ensures that individual students
do not get stuck. However, to ease the challenges a bit and
to help students who need more guidance, our course also
includes lectures and workshops on psychological concepts
relevant to gamification studies [1].
The gamification development process in the class and
the groups is also situated learning. That is, learning is integral to participation in a community of practice that has the
common goal of learning to create gamification [30, 31].
According to Lave and Wenger, as instructors, we can expect
that participation and mutual engagement in the class will
also trigger interest in related school topics. This interest can
then trigger intrinsic motivation.
We also encourage online communication in relevant
forums. This allows students to bring their outside-of-university activities and identities into their work, whether this
is as bloggers, gamers, or participants in online communities. We think this adds important and relevant informal
learning into the classroom.
Finally, our gamification class lets the students experience learning—they are not simply being told what to learn
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because their gamification development is learning by doing
[32]. Students are also motivated to study related theory
when they need to solve a practical gamification or system
thinking challenge, which connects theoretical learning with
solving practical tasks. This is learning just in time [33].
The Case Study
Below, we will provide two examples of the design of a
gamification application that student groups created during
our course. The first example focuses largely on the overall
situation the gamification aims to improve, while the second
example addresses the motivation the gamification seeks to
create. Each example uses system thinking differently: the
first has a broader focus and a less detailed perspective on
motivation, while the second delves deeply into various psychological motivation theories.
Project Analyses Through System Thinking
The first thing students do after brainstorming a good idea
is to undertake system analysis. System analysis starts with
establishing a clear and precise question about what their
application will do. They, then define the project’s parameters and objectives. Making CLDs and flow charts helps
them define the systems, feedback loops, and flows in their
gamification. Finally, they draw reference behavior patterns
(RBP), which give them an idea of how the system develops
over time.
The next step is to create a simulation of their gamification in a simulation tool, such as STELLA, and collect
numerical data for all the variables. This can be a challenging task, and quite often the students will not find precise data and must make qualified guesses based on their
research. This requires them to dig deep into their model to
develop a thorough understanding of how it all fits together.
The students then design scenarios that simulate system
behavior over time, and from that, they predict as closely
as possible how the gamification will perform given different variables and inputs. This is usually done by simulating the motivation of their users through extrinsic rewards
and intrinsic motivation. It is often hard to find quantified
data on motivation or learning. In a commercial context,
this would be solved by sending questionnaires to users, but
the students rarely have the time or resources to do this in
our educational setting. Instead, they have to make qualified guesses by searching online. While these predictions are
less reliable, the guiding principles and the methodology for
gathering feedback remain valid.
After the system analyses and system dynamics sessions
are completed, the students present their findings in the class
to get feedback from classmates and teachers.
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Design the Gamification Application
The next step is to design the gamification application.
The design should closely build upon the findings from
the system analyses and system dynamics exploration. The
app should use relevant game mechanisms, esthetics, and
rewards to influence the users in the desired way. Students
should also aim to use different technology platforms, such
as wearables, sensors, and tracking devices in their design.
They must also produce a gamification design document,
which should describe the gamification concept in meticulous detail. The project necessitates a user experience-centric focus, with the design being player-centric. This means
the user's goals and motivations need to be mapped and
designed so that gameplay motivates the players to achieve
their desired outcomes [2]. Students must detail the goals
and outcomes that users are expected to achieve, along with
the changes in behavior, attitudes, or knowledge they hope
to elicit from the user. The document also needs to delve
into details about the target group and their motivations for
change, extrinsic and intrinsic rewards, game mechanics and
tasks, reward systems, descriptions of technology, esthetics,
game environment, and budgets. Students create a prototype
of the app using tools like Invision or Adobe XD, but they
are also permitted to use game engines such as Unity or
Unreal for prototyping. Once everything is completed, they
present their results in the class to gather feedback.
Writing the Project Report
The final assignment of the gamification project is to write
a research report. In this report, the group discusses the
implementation, challenges, and how they overcame them.
Students must anchor their report in theory discussed in the
syllabus literature or other books or articles they deemed
necessary for developing the gamification. The report must
discuss and reflect upon system thinking, their own research,
the simulations they conducted, and the pedagogy and psychology they employed. They are expected to discuss and
explain why their gamification should work as intended,
and why the game design and game tools they chose will
be effective. Lastly, the report must detail how the group
collaborated to achieve its objectives, outline individual
responsibilities for the various components of the project
development, simulation, and implementation, and specify
who authored each section of the report.
Student Examples
Student Example 1: Galapágos
This first example pertains to the Galápagos Islands in
Ecuador, where economic growth and tourism pose a threat
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to indigenous wildlife. This example is derived from the
systems thinking textbook by Sverdrup et al., [19]. In the
Galápagos, the primary economic resource is the natural
environment, the health of which is intrinsically linked to the
local economy. Consequently, the preservation of nature and
native species through ecotourism and wildlife conservation
is paramount. All diagrams below are from the student submissions and are meant as an illustration and not all details
are readable.
Certain species on the Galápagos Islands have been
overfished to near endangerment, jeopardizing the islands'
tourism industry. The students were tasked with devising a
solution that could safeguard both the environmental and
economic interests of the Galápagos Islands through a gamified app. They crafted a game supporting law enforcement's
endeavor to monitor and apprehend illegal fishers around
the Galápagos, an effort both costly and challenging. Players are encouraged to photograph suspicious fishing activities and upload these snapshots, accompanied by their GPS
coordinates.
Figure 5a illustrates the application's interfaces and flow.
The left-hand side of the flowchart in Fig. 5b embodies the
conventional harvest model. For instance, when fish populations are endangered, fishing quotas typically see reductions.
These diminished quotas, coupled with protective measures,
contribute to species conservation and biodiversity preservation, bolstering tourism. However, as depicted on the right
side of Fig. 5b, these reduced quotas simultaneously induce
stress among fishers.
The CLD presented in Fig. 6 utilizes red lines to symbolize a decreasing effect (–) and green lines to indicate
an augmenting effect (+). The students emphasize that the
situation is an amalgamation of ecosystem and economy:
In the Galápagos, tourism and fishing are the predominant
income sources. Both are depicted in the CLD. The chart
underscores the dependency of tourism on biodiversity,
with fishing resources segmented into four categories: sea
cucumbers, sea cucumber predators, medium-sized fish, and
sharks. The CLD illustrates the interplay between economic
growth and biological biodiversity, leading to environmentalist pressures, ensuing legislation, fishing restrictions,
and enforcement. Given the bulk of the harvested marine
resources are earmarked for export, the fishers' livelihood
hinges on external demand. In the CLD, the students positioned foreign economy as the primary determinant of fish
demand. This demand subsequently influences both the
official and black-market prices, thereby determining the
volume of legal and illicit fishing. As a result, most fishing
activities are indirectly governed by overseas demand.
Originally, the students made a simulation that covered
the whole ecosystem, with links to the dynamics of fishing
and to biodiversity and tourism. Unfortunately, it proved
impossible to find enough data to run this bigger model, so
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◂Fig. 5 a Phone application flow and screens. Event flow chart for the
modeling process. b Phone application flow and screens. Event flow
chart for the modeling process
they made a simpler model that addressed only the economy.
In this model, the categories 'industry' and 'activist pressure'
are merged as they are only concerned with the strongest
influence on legislation at any time. Foreign demand is the
motivation for industry, and biodiversity is the motivation
for activists. Legislation then influences fishing and tourists and, finally, economy. This simplified economic model
is shown in Fig. 7 and the output diagrams from the same
model are shown in Fig. 8.
The students simulated four scenarios:
1.
2.
3.
4.
Situation continues as usual.
Fishing is banned.
Foreign demand decreases.
Tourism declines.
Although the simulation overall is largely a simplification
due to the lack of data, the scenarios show how the Galápagos economy could react to drastic changes in ecology. The
students said that working on the models and simulations
provided them with insight into the dynamics, and thus a
better understanding, of the Galápagos economy. The students also explained that although the search for data and the
material available did not provide enough data to run a fully
fledged model, the data set they obtained included descriptions of the dynamics and cases that helped them understand how the key factors in the economy work together.
They concluded that the most beneficial alternative path for
Galápagos is to disband the legal fishing industry and focus
entirely on tourism and other minimally harmful activities.
This leads us to the next example, which is more about
the motivation models presented earlier in the article.
Student Example 2: Family Manager This app is aimed at
families and focuses on teaching children the importance of
positive habits and how to maintain structure in their lives by
doing chores. Parents create assignments for the kids to complete which then earn points. Points can be used on rewards,
and the family decides together what the tasks and rewards
will be. For children, typical tasks are cleaning their room
or doing their homework, while a typical reward might be
an ice cream or an allowance. In addition, the family can
establish collective goals, like a family trip. The app can also
teach children about personal finance. Although the students
are well aware their app is not a game, they compare the
game mechanics in the app with a role-playing game, where
the RPG quests are replaced with the individual and family
tasks. Again, all diagrams are from the student submissions
and are meant as an illustration and not all details are readable (see Fig. 9).
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The students' system thinking in this example primarily focuses on motivation. They split the motivation into
intrinsic and extrinsic motivation, and the app tries as
much as possible to trigger intrinsic motivation. These
students use not only the psychological ARCS and the
SDT models [1], but also occasionally other theories such
as Malone’s theory of intrinsically motivating instruction [27] and Lepper’s instructional design principles for
intrinsic motivation [1].
The CLD from the system analysis below gives an overview of the system. Nearly, all loops address motivation
directly, and there are more reinforcing loops than balancing ones. The students see this as a good sign; it points to an
increase in motivation over time. Second, they point out that
intrinsic motivation increases the more the users engage with
the app. They also highlight the importance of making the
results visible for users to feel accomplishment and mastery.
The CLD also indicates that incomplete tasks and excessive
extrinsic motivation can decrease motivation and must be
monitored. We can also see that too many rewards will have
a negative effect on intrinsic motivation [1] (see Fig. 10).
Flow charts are essential for understanding how a gamification system works and are an integral part of a system
analysis. Below are a few examples of the students' flow
charts.
The students first present a few examples of how tasks
flow through the system. We then examine the flow of motivation (Figs. 11, 12 and 13).
The CLD and flow charts form the foundation for the
system dynamics simulations. The simulations were crafted
in ISEE Systems Stella Architect and encompassed various
scenarios (Fig. 14).
The simulation in Fig. 14 is best interpreted by referencing the CLD in Fig. 10 and the flow charts in Figs. 11, 12 and
13. To the left is the task manager that manages tasks from
their inception until their approval. It is important to note
that every element in the simulation is arrayed so that each
family member has their own simulation. The psychological
parameters related to intrinsic motivation are displayed on
the top right, while the parameters associated with extrinsic
motivation are on the lower right. The combined intrinsic
and extrinsic motivation points for each family member are
situated in the center of the screen.
Table 1 displays the initial values for the simulation. In
this example, we observe that the parents possess higher
skills compared to the children, and the skill level ascends
with age. The subsequent line showcases the initial values
for both intrinsic and extrinsic motivation. The base constructive feedback percentage designates when to offer constructive feedback. Additionally, there is a random variance
of + -10% added to the initial value—for instance, completing 60–80% of the tasks provides the kids with constructive
feedback.
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Fig. 6 Casual loop diagram (CLD). The dynamics of fishing, demand, biodiversity, legislation, and tourism
Fig. 7 Stella simulation interface as interpreted by the students
The students simulated three scenarios. Each scenario
runs for a whole year. The scenario in Fig. 15 uses the
initial values in Table 1. Here the intrinsic motivation
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increases steadily for all members of the family, which
is exactly what the students hoped to achieve. We can see
that extrinsic motivation moves toward the same constant
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Fig. 8 Illustration of diagrams from the simulations data
Fig. 9 App design—main page
value for all family members. The students point out that
as this does not increase indefinitely, at some point, intrinsic motivation will take over for extrinsic motivation. They
further assume that the app helps both kids and adults to
“find a lasting motivation to keep a structured life.”
In the two other scenarios (not shown), the students
repeated the simulation, but with the constructive feedback set to a range of 0–100%. The scenarios show that
children’s intrinsic motivation increases to a noticeably
lesser degree when little constructive feedback is given.
Just as importantly, children’s skills barely increase when
nobody tells them how they can improve. The students
point out that the message system in the application is very
important. It gives children power to choose and a feeling of mastery; without this feature, the system was much
less effective, which is precisely what self-determination
theory finds [1]. The students articulated this observation
in their report: “This proves that the usage of SDT in our
app is the oil that keeps the gears turning”.
Discussion
Building a gamification can be an intangible and complex
process. First, the real-world system the gamification is built
on must be understood thoroughly. Next, research must consider the gamification’s users and how they will engage with
it. Additionally, developers must ground their understanding
of how the app motivates and teaches the users in a methodology such as psychology. A learning loop CLD must also
be made so the learning process is clear, and goals must
be set so user learning can be verified. The examples we
discuss show that system thinking gives students tools to
acquire a more tangible understanding of design principles
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Fig. 10 CLD for the psychological motivation model applied in the app
Fig. 11 Tasks. A task enters the system when it is assigned to a user. The user either completes it or runs out of time to do so. If time does not
run out, the task is put in the queue to be approved
Fig. 12 Users are motivated by feeling accomplishment and mastery, learning and seeing results. Over time motivation decreases. The students
assume that learning, unlike motivation, cannot decrease over time
and practices in their gamification scenarios. With system
thinking, students also have the means to test their hypothesis in a more structured, manageable, and tangible way.
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However, the student examples here are by no means
complete or conclusive. There are many other ways system
thinking can be used in gamification. For example, before
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Fig. 13 Motivation. This flow chart shows how mastery, accomplishment, learning, and physical results will affect intrinsic motivation, while
points and rewards influences extrinsic motivation
Fig. 14 The system dynamics STELLA Architect model interface
the gamification design process is even started, system
analysis can provide a more thorough way to understand
the real-world systems it builds on, or aspects of the real
world that the gamification will affect. During the app
design process, system thinking can enhance students’
understanding of how players learn or reach their goals
by making a learning loop for the design. Later in the process, system thinking can be used to experiment with game
balances, testing and debugging, and of course aspects of
marketing, distribution, and server loads.
There is also constant development in where and how
system thinking is used in gamification design. We believe
this is because system thinking forces us to dig deeper into
the gamification. Our students have often pointed out that
merely engaging system thinking around their gamification makes them dig deeper into the details and create more
detailed solutions. The system analyses provide them with
a deeper qualitative and logical understanding of how cause
and effect function in gamification systems, and how the
gamification app will perform and create user motivation.
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Table 1 Overview of the parameter settings in the model
Initial values
Female (8) Male (10) Female (12) Mom Dad
Skill
Intrinsic motivation
Extrinsic motivation
Base amount of
tasks
Base constructive feedback
percentage
2.1
10
4.19
20
5.06
2
8.92
50
8.53
50
50
30
10
10
10
2
2
3
5
5
70%
70%
70%
0%
0%
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In this regard, system analysis makes it easier to see, for
example, where to insert game elements that create intrinsic
motivation. Additionally, this mode of thinking leads students to pay more attention to how the game mechanics work
logically in gamifications and to discover if there are hidden
feedback loops. All in all, a system analysis forces students
to think more closely about the details of the design, the
feedback loops, and how the various gamification systems
work together to achieve their goals.
Gamifications will invariably include deploying psychology, pedagogics, and what the game designers consider
common sense. The foremost issue here facing developers is
grounding the gamification design, the motivation, and the
in-game learning in psychological and pedagogical proven
theories, rather than merely in so-called common sense.
When students use psychological models like ARCS, Self
Fig. 15 These system dynamics simulation diagrams show how motivation, learning, tasks approved, and constructive feedback develop for 5
family members
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Determination Theory, and similar psychological theories
they have a more tangible base on which to ground their
gamification design. Yet theories like these are often hard to
understand and implement. Breaking them down into causes
and effects in the CLDs that are an aspect of system analysis
gives students a better understanding of the theories as well
as providing solid and useful data and predictions about the
design and behavior for the app’s users. However, it is hard
to find numbers or statistics on these theories that can be
used in a system dynamics simulation of the gamification.
These types of data would typically have to be found through
user queries, interviews, and observations, as well as reallife user tests of the prototype gamification. Psychology and
pedagogics are important not only in gamification but also in
games; hopefully more research data and statistics in these
areas will become in the next few years.
As the examples above show, it is necessary to supervise
the students, so they engage in scientifically based reasoning
rather than wishful thinking. For example, some student diagrams show that training and intrinsic motivation decrease
over time. This is a certainly possible outcome, but the claim
needs scientific foundation to be considered valid. In the
same way, a statement that the need for extrinsic motivation
will decrease because intrinsic motivation increases is based
only on wishful thinking and would need to be backed up
by scientific research in a real situation. However, students’
simulation principles remain valid, and that is what counts in
the classroom context. Since gamification is intangible and
complex and involves a lot of lofty goals, it is easy for the
systemic and straightforward nature of both system analysis and system dynamics to lead students to make claims
that become self-fulfilling prophecies based on assumptions
more than scientific facts and theories.
System dynamics simulation, the other component of
system thinking, is quantitative by nature and offers a better understanding of the value ranges of the in-and-out data
from the gamification. The system dynamic simulations in
Stella are a valuable tool for students because they provide a
real-time opportunity to numerically test different scenarios
developed in system analysis. The quantitative output produced makes it easier for students to understand, theorize,
and predict how the messy real-life usage of a gamification
can behave. Even the simplified version of simulation in
Example 1, where the students lacked data, gives a better
view of the dynamics in the situation. System dynamics
simulations are, additionally, helpful tools for predicting
the application’s behavior.
If designers simulate the gamification fully and include
all input and output parameters available, the dynamic
simulation can be used to design the actual programming
code for the gamification application. Code from Stella can
be exported as pseudo code, which can then be translated
into any programming language. This is a very powerful
299
feature—making a system dynamics simulation in Stella is
easier than writing program code from scratch, and programmers can execute the simulation code directly in the game
engine. A simulation in Stella can also save user testing time,
and with repeated simulations students will better understand how the application will work with real users.
Developers can still write all simulation code from
scratch based on the system analysis. This approach gives
developers more flexibility and control but is also more
difficult and requires more work, and in this scenario the
system analysis remains very important as it serves as the
complete logic design drawing for the programming design
of the gamification.
Results and Conclusion
We believe the student examples discussed above answer
our research question: "How can system thinking be used to
design, develop, and document the process of gamification?"
The examples show how students undertake system analysis
by making CLDs for gamification designs (Fig. 6), and they
illustrate the link between game elements and motivation
(Fig. 10). The examples also provide flow charts of everything that flows through the gamification (Figs. 5 and 11, 12,
13). Lastly, they simulate the system analysis quantitatively
through the use of system dynamics (Figs. 7 and 14).
However, as discussed above, this assignment has also
revealed new perspectives on the ways that system analysis
and system dynamics can be applied in developing gamifications. Using system dynamics can create a better understanding of the real-world system developers will gamify and
building simplified models or “fish tanks” [33] of a case can
improve understanding of how the system functions in general. Using system dynamics simulations to thoroughly test
a gamification can reduce time and money spent on user testing. Undertaking different testing scenarios of the simulation
will not only help iron out bugs and logical inconsistencies
but also aid in balancing game elements such as challenges,
bots, or tools to match different user responses. Trying out
different parameters to test balancing is an area where the
results can produce large amounts of data to measure and
accommodate different users and user skill levels. Lastly,
system thinking can offer meaningful insight into predicting
shifts in markets, user numbers, server loads, update schedules, and other aspects of the gamification production phase.
In sum, through our classroom instruction, not only have
we discovered several beneficial ways to implement system
thinking into gamification design, but this process has also
forced us to dig deeper into individual design projects in
ways that yield new information about areas of gamification research that can benefit from the application of system
thinking.
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Funding Open access funding provided by Inland Norway University
Of Applied Sciences.
Declarations
Conflict of Interest The authors declare that they have on conflict of
interest.
Open Access This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long
as you give appropriate credit to the original author(s) and the source,
provide a link to the Creative Commons licence, and indicate if changes
were made. The images or other third party material in this article are
included in the article’s Creative Commons licence, unless indicated
otherwise in a credit line to the material. If material is not included in
the article’s Creative Commons licence and your intended use is not
permitted by statutory regulation or exceeds the permitted use, you will
need to obtain permission directly from the copyright holder. To view a
copy of this licence, visit http://creativecommons.org/licenses/by/4.0/.
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