When Gamification Spoils Your Learning: A Qualitative Case Study of Gamification Misuse in a Language-Learning App
Reza Hadi Mogavi, Bingcan Guo, Yuanhao Zhang, Ehsan-Ul Haq, Pan Hui,, Xiaojuan Ma

TL;DR
This study qualitatively investigates how gamification misuse in Duolingo distracts users from learning, negatively affecting their performance and well-being, and offers design recommendations to mitigate this issue.
Contribution
It is the first extensive qualitative research on gamification misuse in a popular language-learning app, providing insights and practical suggestions for better design.
Findings
Gamification misuse impacts learning and well-being.
Common reasons include competitiveness and overindulgence.
Design suggestions to prevent misuse.
Abstract
More and more learning apps like Duolingo are using some form of gamification (e.g., badges, points, and leaderboards) to enhance user learning. However, they are not always successful. Gamification misuse is a phenomenon that occurs when users become too fixated on gamification and get distracted from learning. This undesirable phenomenon wastes users' precious time and negatively impacts their learning performance. However, there has been little research in the literature to understand gamification misuse and inform future gamification designs. Therefore, this paper aims to fill this knowledge gap by conducting the first extensive qualitative research on gamification misuse in a popular learning app called Duolingo. Duolingo is currently the world's most downloaded learning app used to learn languages. This study consists of two phases: (I) a content analysis of data from Duolingo…
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