Trophies, achievements, and badges: Explaining differences in gamification motivation using self-determination theory and hexad player-type
Although gamification, i.e., the integration of game design elements in non-game contexts, is frequently being researched, there is a lack of understanding of how specific game design elements affect users’ motivation in digital environments. Previous research often attributes the effects of game design elements, such as trophies, achievements, and badges, to extrinsic motivation. This approach relies on a shallow conceptualization of extrinsic and intrinsic motivation and tends to neglect a more in-depth understanding of the motivational impact of gamification. A phenomenon in video game culture that is further shedding doubt on gamification only facilitating extrinsic motivation, is called Achievement- or Trophy-Hunting: many players collect trophies or achievements on third-party video game platforms in their leisure time, hence leading to the hypothesis that this gamification strategy employed by game distributors facilitates intrinsic motivation. In our quantitative questionnaire study (n=392) targeting these achievement and trophy collectors, the motivational impact of collecting trophies, achievements, or badges was studied, employing scales targeting motivation (Self-Determination Theory) and the player type of participants (Hexad player type model). The results of ANOVA and multiple regression analysis imply that this gamification strategy could facilitate both extrinsic and intrinsic motivation. Our findings suggest that the individual player type could explain inter-personal differences in gamification motivation: Achievers are more likely intrinsically motivated, while Players are more likely extrinsically motivated by collecting trophies, achievements, or badges. These results give fundamental insights into the motivational impact of gamification that could support adapting digital gamification strategies in various fields of practice and research. • Achievements as digital game elements can be intrinsically motivating • Achievement collectors are predominantly of Achiever and Philanthropist player type • Achievements have different motivational impacts on users, depending on player type
Authors
- Robert Weinhandl (ORCID: https://orcid.org/0000-0002-5525-6404)
- Jonas Mayrhofer (ORCID: https://orcid.org/0009-0003-3571-0934)
- Selina Baldinger (ORCID: https://orcid.org/0009-0001-5326-8209)
- Ralph Ameseder
- Raphael Feichtner
Institutions
- Linz Center of Mechatronics (Austria) (AT)
Publication Details
- Journal
- Computers in Human Behavior Reports
- Published
- 2026-02-21
- DOI
- https://doi.org/10.1016/j.chbr.2026.100982
- Primary Topic
- Educational Games and Gamification
- Type
- article
- Field-Weighted Citation Impact
- 0.00