{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,9,12]],"date-time":"2026-09-12T19:13:00Z","timestamp":1789240380167,"version":"build-2803163510"},"reference-count":87,"publisher":"Tsinghua University Press","issue":"1","license":[{"start":{"date-parts":[[2019,5,10]],"date-time":"2019-05-10T00:00:00Z","timestamp":1557446400000},"content-version":"tdm","delay-in-days":0,"URL":"https:\/\/www.emerald.com\/insight\/site-policies"}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":["IJCS"],"published-print":{"date-parts":[[2019,5,10]]},"abstract":"<jats:sec><jats:title content-type=\"abstract-subheading\">Purpose<\/jats:title><jats:p>Drawing upon the motivational affordance theory, this paper aims to investigate how gamification design and human motivational needs are associated in extant literature.<\/jats:p><\/jats:sec><jats:sec><jats:title content-type=\"abstract-subheading\">Design\/methodology\/approach<\/jats:title><jats:p>The authors conducted a literature analysis of 60 journal articles that studied motivational influences of gamification in information technology design. Content analysis was used to identify game design features and motivation variables studied in prior literature, and correspondence analysis was used to show the co-occurrence of game design features and basic motivational needs.<\/jats:p><\/jats:sec><jats:sec><jats:title content-type=\"abstract-subheading\">Findings<\/jats:title><jats:p>The results showed that four types of game design features and eight basic motivational needs are studied in this pool of literature. Correspondence analysis indicates some interesting associations between game design features and basic human needs.<\/jats:p><\/jats:sec><jats:sec><jats:title content-type=\"abstract-subheading\">Research limitations\/implications<\/jats:title><jats:p>This research used a motivational affordance perspective to interpret the impact of game design features and suggested directions for future investigations. It is limited due to its sample size and considered as an exploratory study.<\/jats:p><\/jats:sec><jats:sec><jats:title content-type=\"abstract-subheading\">Practical implications<\/jats:title><jats:p>This research provided suggestions for technology designers that game design features vary in their motivational influence, and therefore, game design features should be used accordingly to meet users\u2019 motivational needs.<\/jats:p><\/jats:sec><jats:sec><jats:title content-type=\"abstract-subheading\">Originality\/value<\/jats:title><jats:p>This research is one of initial studies which explored the association between game design features and basic motivational needs. The findings of this study provide the groundwork for guidelines and strategies to facilitate motivational design in information technology.<\/jats:p><\/jats:sec>","DOI":"10.1108\/ijcs-09-2018-0025","type":"journal-article","created":{"date-parts":[[2018,11,13]],"date-time":"2018-11-13T16:09:39Z","timestamp":1542125379000},"page":"87-103","source":"Crossref","is-referenced-by-count":31,"title":["Exploring the relationships between gamification and motivational needs in technology design"],"prefix":"10.26599","volume":"3","author":[{"given":"Jian","family":"Tang","sequence":"first","affiliation":[],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"Ping","family":"Zhang","sequence":"additional","affiliation":[],"role":[{"vocabulary":"crossref","role":"author"}]}],"member":"11138","reference":[{"key":"key2020012411091420400_ref001","doi-asserted-by":"crossref","first-page":"172","DOI":"10.1016\/j.compedu.2017.04.008","article-title":"Teacher perceptions on the use of digital gamified learning in tourism education: the case of South African secondary schools","volume":"111","year":"2017","journal-title":"Computers and Education"},{"issue":"3","key":"key2020012411091420400_ref002","first-page":"180","article-title":"Exploring graduate students\u2019 perspectives towards using gamification techniques in online learning","volume":"18","year":"2017","journal-title":"Turkish Online Journal of Distance Education"},{"key":"key2020012411091420400_ref003","doi-asserted-by":"crossref","first-page":"161","DOI":"10.1016\/j.compedu.2017.08.005","article-title":"Does gender stereotype threat in gamified educational environments cause anxiety? 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