gMOOCs – Flow and Persuasion to Gamify MOOCs

Alessandra Antonaci*, Daria Peter, Roland Klemke, Tim Bruysten, Christian M. Stracke, Marcus Specht

*Corresponding author for this work

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

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    Gamification has gained great interest recently in several fields. However, while the literature reports that a gamification design relying on external motivation only can lead users to cognitive dissonance, most gamification approaches use points, badges and leaderboards as dominant game elements. We present our developed testable predictions with the aim of investigating additional motivational theories (flow and persuasion) to argue for a deeper integration of gamification and the learning content at hand. Relying on expert selected game elements, we consequently derive design considerations to create gMOOCs, gamified massive online open courses, designed according to the principles of flow and persuasion. Our findings are the basis of our experiment and a contribution to the development of a new theoretical design for gamification
    Original languageEnglish
    Title of host publicationGames and Learning Alliance
    Subtitle of host publication6th International Conference, GALA 2017, Lisbon, Portugal, December 5–7, 2017, Proceedings
    EditorsJ. Dias, P. A. Santos, R. C. Veltkamp
    ISBN (Electronic)978-3-319-71940-5
    ISBN (Print)978-3-319-71939-9
    Publication statusPublished - 1 Nov 2017
    Event6th International Conference, GALA 2017: Games and Learning Alliance - Lisbon, Portugal
    Duration: 5 Dec 20177 Dec 2017

    Publication series

    SeriesLecture Notes in Computer Science


    Conference6th International Conference, GALA 2017: Games and Learning Alliance
    Abbreviated titleGALA 2017
    Internet address


    • Gamification
    • Persuasion
    • Flow
    • Design
    • Game Elements
    • MOOC


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