RECORD
Removing Gamification: A Research Agenda
Human-Computer Interaction · Submitted 10 Mar 2021
abstract compiled · 2026-09-23 · no language-model review
The authors' main claim Significantly, insufficient reporting, methodological weaknesses, limited measures, and superficial interpretations of "negative" results prevent firm conclusions.
The compiled record
The paper's own sentences, arranged. Each label is drawn from a closed vocabulary; the number beside it is the probability the classifier gave that label. Numbers in the tables are the authors', checked by code. No sentence in this record was written by a model.
Open the compiled record
The abstract, sentence by sentence
The effect of removing gamification elements from interactive systems has been a long-standing question in gamification research. Early work and foundational theories raised concerns about the endurance of positive effects and the emergence of negative ones. Yet, nearly a decade later, no work to date has sought consensus on these matters. Here, I offer a rapid review on the state of the art and what is known about the impact of removing gamification. A small corpus of 8 papers published between 2012 and 2020 were found. Findings suggest a mix of positive and negative effects related to removing gamification. Significantly, insufficient reporting, methodological weaknesses, limited measures, and superficial interpretations of "negative" results prevent firm conclusions. I offer a research agenda towards better understanding the nature of gamification removal. I end with a call for empirical and theoretical work on illuminating the effects that may linger after systems are un-gamified.
background contribution method result interpretation main claim
| # | sentence | role | the authors' own work | states the main conclusion | strength |
|---|---|---|---|---|---|
| s0 | The effect of removing gamification elements from interactive systems has been a long-standing question in gamification research. | background 1.00 | 0.03 | 0.03 | asserted 0.96 |
| s1 | Early work and foundational theories raised concerns about the endurance of positive effects and the emergence of negative ones. | background 1.00 | 0.03 | 0.03 | asserted 0.75 |
| s2 | Yet, nearly a decade later, no work to date has sought consensus on these matters. | gap 0.99 | 0.13 | 0.05 | asserted 1.00 |
| s3 | Here, I offer a rapid review on the state of the art and what is known about the impact of removing gamification. | contribution 0.99 | 0.86 | 0.06 | asserted 0.79 |
| s4 | A small corpus of 8 papers published between 2012 and 2020 were found. | method 0.94 | 0.91 | 0.03 | asserted 1.00 |
| s5 | Findings suggest a mix of positive and negative effects related to removing gamification. | result 0.99 | 0.57 | 0.39 | hedged possibility 0.93 |
| s6 | Significantly, insufficient reporting, methodological weaknesses, limited measures, and superficial interpretations of "negative" results prevent firm conclusions. | result 0.41 | 0.48 | 0.64 | asserted 0.98 |
| s7 | I offer a research agenda towards better understanding the nature of gamification removal. | future work 0.85 | 0.75 | 0.11 | asserted 0.72 |
| s8 | I end with a call for empirical and theoretical work on illuminating the effects that may linger after systems are un-gamified. | future work 1.00 | 0.23 | 0.10 | hedged possibility 0.79 |
What was examined, and what was not
- arXiv listing abstract v2
- full text
- figures and tables
- references and citing sentences
- relations to other papers
- P abstract
- S sections
- T body sentences
- C citations
- R cross-paper relations
The paper
Original abstract
The effect of removing gamification elements from interactive systems has been a long-standing question in gamification research. Early work and foundational theories raised concerns about the endurance of positive effects and the emergence of negative ones. Yet, nearly a decade later, no work to date has sought consensus on these matters. Here, I offer a rapid review on the state of the art and what is known about the impact of removing gamification. A small corpus of 8 papers published between 2012 and 2020 were found. Findings suggest a mix of positive and negative effects related to removing gamification. Significantly, insufficient reporting, methodological weaknesses, limited measures, and superficial interpretations of "negative" results prevent firm conclusions. I offer a research agenda towards better understanding the nature of gamification removal. I end with a call for empirical and theoretical work on illuminating the effects that may linger after systems are un-gamified.
Human review
Discussion
Know something about this paper? Leave a comment, or highlight any passage above to comment on it.