JOURNAL ARTICLE

Designing Leaderboards for Gamification

Abstract

Leaderboards, a common gamification technique, are used to enhance engagement through social comparisons. Prior research has demonstrated the overall utility of leaderboards but has not examined their effectiveness when individuals are ranked at particular levels or when the technique is applied in different application domains, such as social networking, fitness, or productivity. In this paper, we present a survey study investigating how preferences for leaderboards change based on individual differences (personality traits), ranking, social scoping, and application domains. Our results show that a respondent's position on the leaderboard had important effects on their perception of the leaderboard and the surrounding app, and that participants rated leaderboards most favorably in fitness apps and least favorably in social networking contexts. More extraverted people reported more positive experiences with leaderboards despite their ranking or the application domain. We present design implications for creating leaderboards targeted at different domains and for different audiences.

Keywords:
Psychology Respondent Ranking (information retrieval) Extraversion and introversion Personality Social psychology Computer science Big Five personality traits Information retrieval

Metrics

71
Cited By
8.00
FWCI (Field Weighted Citation Impact)
31
Refs
0.98
Citation Normalized Percentile
Is in top 1%
Is in top 10%

Citation History

Topics

Educational Games and Gamification
Social Sciences →  Psychology →  Developmental and Educational Psychology
Digital Games and Media
Social Sciences →  Social Sciences →  Sociology and Political Science
Impact of Technology on Adolescents
Social Sciences →  Social Sciences →  Sociology and Political Science

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