The Impact of Gamified Educational Marketing on Continuous Platform Usage: The Mediating Role of Reward Dependency
Main Article Content
Abstract
This study examines the impact of gamified educational marketing on continuous platform usage, with reward dependency acting as a mediating variable. The research focuses on Spanish users of gamified educational platforms such as Duolingo, Coursera, Udemy, Babbel, and Domestika. Drawing on Self-Determination Theory, Flow Theory, and Behavioral Reinforcement Theory, the study explores how reward-based mechanisms including points, badges, streaks, and leaderboards influence users’ behavioral engagement and long-term platform retention. A quantitative research design was employed using a cross-sectional online survey distributed among users of gamified educational platforms in Spain. Data were analyzed through Partial Least Squares Structural Equation Modeling (PLS-SEM). The findings reveal that gamified educational marketing significantly increases continuous platform usage and strongly contributes to reward dependency among users. Furthermore, reward dependency positively affects continuous platform usage and partially mediates the relationship between gamified educational marketing and user retention. The study highlights that while gamification effectively enhances engagement and platform continuity, it may also shift learners’ motivation from intrinsic educational interest toward externally regulated reward-seeking behavior. These findings contribute theoretically and practically to gamification, educational marketing, and digital learning research.
Article Details
Section
How to Cite
References
Aydınlıyurt, E. T., Taşkın, N., Scahill, S., & Toker, A. (2021). Continuance intention in gamified mobile applications: A study of behavioral inhibition and activation systems. International Journal of Information Management, 61, 102414. https://doi.org/10.1016/j.ijinfomgt.2021.102414
Bai, S., Hew, K. F., & Huang, B. (2020). Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts. Educational research review, 30, 100322. https://doi.org/10.1016/j.edurev.2020.100322
Bitrián, P., Buil, I., & Catalán, S. (2021). Enhancing user engagement: The role of gamification in mobile apps. Journal of Business Research, 132, 170-185. https://doi.org/10.1016/j.jbusres.2021.04.028
Bovermann, K., & Bastiaens, T. J. (2020). Towards a motivational design? Connecting gamification user types and online learning activities. Research and Practice in Technology Enhanced Learning, 15(1), 1. https://doi.org/10.1186/s41039-019-0121-4
Chen, C. M., Li, M. C., & Chen, T. C. (2020). A web-based collaborative reading annotation system with gamification mechanisms to improve reading performance. Computers & education, 144, 103697. https://doi.org/10.1016/j.compedu.2019.103697
Chiu, T. K. (2021). Digital support for student engagement in blended learning based on self-determination theory. Computers in Human Behavior, 124, 106909. https://doi.org/10.1016/j.chb.2021.106909
Cronbach, L. J. (1951). Coefficient alpha and the internal structure of tests. psychometrika, 16(3), 297-334. https://doi.org/10.1007/BF02310555
Dai, H. M., Teo, T., Rappa, N. A., & Huang, F. (2020). Explaining Chinese university students’ continuance learning intention in the MOOC setting: A modified expectation confirmation model perspective. Computers & Education, 150, 103850. https://doi.org/10.1016/j.compedu.2020.103850
Dai, J., Zhang, X., & Wang, C. (2024). A meta-analysis of learners’ continuance intention toward online education platforms. Education and Information Technologies, 29(16), 21833-21868. https://doi.org/10.1007/s10639-024-12654-7
Faiella, F., & Ricciardi, M. (2015). Gamification and learning: a review of issues and research. Journal of e-learning and knowledge society, 11(3). https://www.learntechlib.org/p/151920/
Field, A. (2024). Discovering statistics using IBM SPSS statistics. Sage publications limited.
Fornell, C., & Larcker, D. F. (1981). Evaluating structural equation models with unobservable variables and measurement error. Journal of marketing research, 18(1), 39-50.
Garaialde, D., Cox, A. L., & Cowan, B. R. (2021). Designing gamified rewards to encourage repeated app selection: Effect of reward placement. International Journal of Human-Computer Studies, 153, 102661. https://doi.org/10.1016/j.ijhcs.2021.102661
Hair, J. F., Risher, J. J., Sarstedt, M., & Ringle, C. M. (2019). When to use and how to report the results of PLS-SEM. European business review, 31(1), 2-24. https://doi.org/10.1108/EBR-11-2018-0203
Hassan, L., Dias, A., & Hamari, J. (2019). How motivational feedback increases user’s benefits and continued use: A study on gamification, quantified-self and social networking. International Journal of Information Management, 46, 151-162. https://doi.org/10.1016/j.ijinfomgt.2018.12.004
Henseler, J., Ringle, C. M., & Sarstedt, M. (2015). A new criterion for assessing discriminant validity in variance-based structural equation modeling. Journal of the academy of marketing science, 43(1), 115-135. https://doi.org/10.1007/s11747-014-0403-8
Huang, B., Hew, K. F., & Lo, C. K. (2019). Investigating the effects of gamification-enhanced flipped learning on undergraduate students’ behavioral and cognitive engagement. Interactive learning environments, 27(8), 1106-1126.
Huang, R., Ritzhaupt, A. D., Sommer, M., Zhu, J., Stephen, A., Valle, N., ... & Li, J. (2020). The impact of gamification in educational settings on student learning outcomes: A meta-analysis. Educational Technology Research and Development, 68(4), 1875-1901. https://doi.org/10.1007/s11423-020-09807-z
Jang, J., Park, J. J., & Yi, M. Y. (2015, June). Gamification of online learning. In International Conference on Artificial Intelligence in Education (pp. 646-649). Cham: Springer International Publishing. https://doi.org/10.1007/978-3-319-19773-9_82
Klock, A. C. T., Gasparini, I., Pimenta, M. S., & Hamari, J. (2020). Tailored gamification: A review of literature. International Journal of Human-Computer Studies, 144, 102495. https://doi.org/10.1016/j.ijhcs.2020.102495
Kock, N. (2015). Common method bias in PLS-SEM: A full collinearity assessment approach. International Journal of e-Collaboration (ijec), 11(4), 1-10. DOI: 10.4018/ijec.2015100101
Koivisto, J., & Hamari, J. (2019). The rise of motivational information systems: A review of gamification research. International journal of information management, 45, 191-210. https://doi.org/10.1016/j.ijinfomgt.2018.10.013
Krath, J., Schürmann, L., & Von Korflesch, H. F. (2021). Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning. Computers in human behavior, 125, 106963. https://doi.org/10.1016/j.chb.2021.106963
Liu, D., Santhanam, R., & Webster, J. (2017). Toward meaningful engagement: A framework for design and research of gamified information systems1. MIS quarterly, 41(4), 1011-1034. https://doi.org/10.25300/MISQ/2017/41.4.01
Manzano-León, A., Camacho-Lazarraga, P., Guerrero, M. A., Guerrero-Puerta, L., Aguilar-Parra, J. M., Trigueros, R., & Alias, A. (2021). Between level up and game over: A systematic literature review of gamification in education. Sustainability, 13(4), 2247. https://doi.org/10.3390/su13042247
Oliveira, W., Hamari, J., Shi, L., Toda, A. M., Rodrigues, L., Palomino, P. T., & Isotani, S. (2023). Tailored gamification in education: A literature review and future agenda. Education and information technologies, 28(1), 373-406. https://doi.org/10.1007/s10639-022-11122-4
Paschmann, J. W., Bruno, H. A., van Heerde, H. J., Völckner, F., & Klein, K. (2025). Driving mobile app user engagement through gamification. Journal of Marketing Research, 62(2), 249-273. https://doi.org/10.1177/00222437241275927
Peng, W., Lin, J. H., Pfeiffer, K. A., & Winn, B. (2012). Need satisfaction supportive game features as motivational determinants: An experimental study of a self-determination theory guided exergame. Media Psychology, 15(2), 175-196. https://doi.org/10.1080/15213269.2012.673850
Preacher, K. J., & Hayes, A. F. (2008). Asymptotic and resampling strategies for assessing and comparing indirect effects in multiple mediator models. Behavior research methods, 40(3), 879-891. https://doi.org/10.3758/BRM.40.3.879
Ratinho, E., & Martins, C. (2023). The role of gamified learning strategies in student's motivation in high school and higher education: A systematic review. Heliyon, 9(8).
Ryan, R. M., & Deci, E. L. (2020). Intrinsic and extrinsic motivation from a self-determination theory perspective: Definitions, theory, practices, and future directions. Contemporary educational psychology, 61, 101860. https://doi.org/10.1016/j.cedpsych.2020.101860
Sailer, M., & Homner, L. (2020). The gamification of learning: A meta-analysis. Educational psychology review, 32(1), 77-112. https://doi.org/10.1007/s10648-019-09498-w
Sailer, M., Murböck, J., & Fischer, F. (2021). Digital learning in schools: What does it take beyond digital technology?. Teaching and Teacher Education, 103, 103346. https://doi.org/10.1016/j.tate.2021.103346
Sarstedt, M., Ringle, C. M., & Hair, J. F. (2021). Partial least squares structural equation modeling. In Handbook of market research (pp. 587-632). Cham: Springer International Publishing. https://doi.org/10.1007/978-3-319-57413-4_15
Smiderle, R., Rigo, S. J., Marques, L. B., Peçanha de Miranda Coelho, J. A., & Jaques, P. A. (2020). The impact of gamification on students’ learning, engagement and behavior based on their personality traits. Smart Learning Environments, 7(1), 3. https://doi.org/10.1186/s40561-019-0098-x
Toda, A. M., Valle, P. H., & Isotani, S. (2017, March). The dark side of gamification: An overview of negative effects of gamification in education. In Researcher links workshop: higher education for all (pp. 143-156). Cham: Springer International Publishing. https://doi.org/10.1007/978-3-319-97934-2_9
Tsay, C. H. H., Kofinas, A., & Luo, J. (2018). Enhancing student learning experience with technology-mediated gamification: An empirical study. Computers & Education, 121, 1-17. https://doi.org/10.1016/j.compedu.2018.01.009
Van Roy, R., & Zaman, B. (2019). Unravelling the ambivalent motivational power of gamification: A basic psychological needs perspective. International Journal of Human-Computer Studies, 127, 38-50. https://doi.org/10.1016/j.ijhcs.2018.04.009
Yu, Q., Yu, K., & Li, B. (2024). Can gamification enhance online learning? Evidence from a meta-analysis. Education and Information Technologies, 29(4), 4055-4083. https://doi.org/10.1007/s10639-023-11977-1
Zainuddin, Z., Chu, S. K. W., Shujahat, M., & Perera, C. J. (2020). The impact of gamification on learning and instruction: A systematic review of empirical evidence. Educational research review, 30, 100326. https://doi.org/10.1016/j.edurev.2020.100326