First-hand experience of why gamification projects fail and what to do about it

Lobna Hassan, Benedikt Morschheuser, Nader Alexan, Juho Hamari

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review


A plethora of services, applications and scholarly research has emerged related to gamification. Regardless of the optimistic onset of this hype around the technology trend, designing gamification has proved to be a challenging endeavor; requiring multidisciplinary work that is often hindered by multiple theoretical and practical challenges. Problem-driven, theory-advancing approaches to gamification research could assist in the addressment of gamification design challenges and accelerate the growth of the gamification field however not all such approaches have been equally utilized or understood. This paper presents the case of MANGO: a project to design a gamified e-participation tool through Action Design Research (ADR). The paper reflects on the challenges of gamification design and development and possible strategies to address them. It additionally reflects on the ADR process; an under-utilized and hence possibly a superficially understood approach to gamification research. The paper is hence a guide for researchers and practitioners as to possible challenges they can face with gamification research and design and how to counteract them.
Original languageEnglish
Title of host publicationProceedings of the 2nd International GamiFIN Conference (GamiFIN2018), Pori, Finland, May 21-23, 2018
EditorsJonna Koivisto , Juho Hamari
Number of pages10
Place of PublicationPori
PublisherGamification Group
Publication date2018
Publication statusPublished - 2018
MoE publication typeA4 Article in conference proceedings
Event2018 the 2nd International GamiFIN Conference - Pori, Finland
Duration: 21.05.201823.05.2018

Publication series

NameCEUR Workshop Proceedings
ISSN (Electronic)1613-0073


  • 113 Computer and information sciences
  • 512 Business and Management


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