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.
翻译:早期的工作和基础理论使人们对积极效果的耐力和消极效果的出现表示关切;然而,近十年后,迄今没有就这些事项寻求共识;在这里,我快速审查了最新情况和已知的取消加工业的影响;在2012年至2020年期间,发现了一小堆8篇论文,其中一文为2012年至2020年出版;调查结果表明,消除加工业的正面和负面效应是混合在一起的。重要的是,报告不足、方法弱点、措施有限和对“负面”结果的表面解释妨碍了得出明确的结论。我提出了一个研究议程,以更好地了解清除加工业的性质。我最后呼吁开展实验和理论工作,以说明在系统被解密后可能遗留下来的影响。