!"#$%&'()*+,*'#-"*"./0'1)2)3'*)%&4/5/67#8"+/6*7.+/%&/ !"#$%&'()*+/9#')*$/'&./:%*)8'*)%&'(/522%#.'&3"$/ Yuan Jia1, Bin Xu2, Yamini Karanam1, Stephen Voida3 1School of Informatics and Computing 2Information Science 3Dept. of Information Science Indiana University–Indianapolis (IUPUI) Cornell University University of Colorado Boulder Indianapolis, IN 46202 USA Ithaca, NY 14853 USA Boulder, CO 80309 USA {jiayuan,ykaranam}@iupui.edu
[email protected] [email protected] 5;69<5=9/ education, commerce, health, intra-organizational systems, While motivational affordances are widely used to enhance innovation, data gathering, and sustainable consumption [3, user engagement in “gamified” apps, they are often 5, 22, 47]. employed en masse. Prior research offers little guidance about how individuals with different dispositions may Gamification employs the use of interface affordances to react—positively and negatively—to specific affordances. In motivate users to engage in the systems with “gameful” this paper, we present a survey study investigating the experiences [9, 11]. These specific affordances are often relationships among individuals’ personality traits and referred to as motivational affordances. The most common perceived preferences for various motivational affordances motivational affordances used in gamification are Points, used in gamification. Our results show that extraverts tend to Badges, and Leaderboards [1, 5, 38]. Other affordances be motivated by Points, Levels, and Leaderboards; people found in academic studies and commercial