Measures consumer engagement with gamification elements in digital marketing contexts — points, leaderboards, achievements/badges, and narratives. Gamification (applying game mechanics to non-game contexts) is widely used in loyalty programmes, apps, retail, and health marketing. Engagement with different gamification elements varies by consumer type and context.
Likert (1–7, strongly disagree to strongly agree)
Points/Rewards Engagement — motivation from earning points and rewards (Likert 1–7, strongly disagree to strongly agree)
Leaderboard Engagement — motivation from competition and rankings
Achievement/Badge Engagement — motivation from earning achievements and recognition
Narrative Engagement — motivation from story and progress elements
Full scale items shown. Always cite the original source when using this scale in research.
Four subscale scores. Score = mean per element. Points and badges are the most commonly implemented gamification elements but leaderboards are most motivating for competitive consumers. Gamification effectiveness is moderated by intrinsic vs extrinsic motivation orientation — intrinsically motivated users respond better to narrative and mastery elements.
Mekler, E.D., Brühlmann, F., Tuch, A.N., & Opwis, K. (2017). Towards understanding the effects of individual gamification elements on intrinsic motivation and performance. Computers in Human Behavior, 71, 525–534.
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