Badges, Points, and Leaderboards: Exploring the Potential Impact of Gamification on Adults’ Reading Habits

Date

2024-05

Journal Title

Journal ISSN

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Publisher

Ashesi University

Abstract

The decline in reading habits among adults, often attributed to the rise of digital media, has been a growing concern in recent years. Although existing digital reading platforms offer various features, they often fail to address the motivational barriers faced by infrequent readers. Inspired by the success of other learning platforms like Duolingo, this study explored the potential of gamification to revive adults’ reading habits. In line with the Octalysis framework, a gamified digital reading platform incorporating points, badges, leaderboards, streaks, and was developed and tested for three weeks with 19 participants. Qualitative analysis of pre-and post-study questionnaires and platform usage data revealed that gamification could positively influence the reading frequency, duration, and enjoyment, particularly for those reading for pleasure. The platform also helped address common barriers to reading, such as lack of time, interest, and focus. Additionally, some participants reported decreased social media usage during the study. These findings highlight the potential of gamified reading platforms to encourage and sustain reading habits in young adults, offering a viable approach to addressing declining literacy among the demographic in the digital age.

Description

Undergraduate thesis submitted to the Department of Computer Science, Ashesi University, in partial fulfillment of Bachelor of Science degree in Computer Science, May 2024

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Citation

Badges, Points, and Leaderboards: Exploring the Potential Impact of Gamification on Adults’ Reading Habits

DOI