Experimental Research · USC · MS Applied Psychology · 2025 – Present

Gamblification uniquely destroys trust — gamification does not

90
participants
3
conditions tested
14.3
F-statistic, RQ2

The ask

Does the design mechanic — not gamification broadly — determine whether users trust a FinTech application?

My role

Principal Investigator · Study Designer · Analyst

Timeline

2025 – Present

Live study · Currently collecting

Before you read the findings —

experience one of the conditions yourself.

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10 minutes · Your response enters the live dataset · Findings below reflect current N = 90

Skills used in this study — tap to explore

It is not gamification that erodes trust — it is the uncertainty mechanic specifically. Designers can use social recognition without damaging dependability. Mystery boxes cannot be rehabilitated.

Synthesis · Empathy Pays · Spring 2026

Experimental conditions

Each participant saw exactly one condition and were instructed to apply a $10 "Welcome Bonus". Tap any card to experience it yourself.

Condition A01

User-Centered Design

Transparent information with compounding interest charts and explicit volatility warnings.

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Condition B02

Extrinsic Gamification

Social recognition mechanics — badges and a peer leaderboard.

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Condition C03

Gamblification

A Mystery Growth Box with a variable ratio reinforcement mechanic.

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Key findings

RQ2Supported

Gamblification uniquely destroys perceived dependability

Condition C produced significantly lower dependability scores than both alternatives. Critically, this effect was specific to the uncertainty mechanic. The leaderboard condition did not differ from UCD on this measure.

F(2, 86) = 14.299, p < .001

UEQ Dependability by condition (1–7 scale)

A · UCD5.44
B · Gamification5.01
C · Gamblification4.01

C vs A+B: p < .001

RQ1Partial

Transparent design outperforms leaderboards on retention intent

The planned contrast between UCD and the leaderboard condition was significant. The omnibus F was marginal. This is a directional finding supported by theory-driven contrasts, not an omnibus effect.

t(86) = −2.194, p = .031

IMI Intent to Return by condition (1–7 scale)

A · UCD4.46
B · Gamification3.89
C · Gamblification3.98

A vs B: p = .031

Omnibus F marginal (p = .069). Finding supported by pre-specified planned contrast.

RQ3Supported*

Enjoyment drives return intent. Autonomy alone does not.

Interest and enjoyment was a strong, significant predictor of retention intent. Perceived autonomy contributed no unique variance once enjoyment was in the model. Designing for genuine engagement matters more than offering more decision points.

β = .547, p < .001 · R² = .306

Standardized regression coefficients predicting Intent to Return

IMI Enjoyment
β = 0.547p < .001
IMI Autonomy
β = 0.021ns
Model R²30.6%variance explained

*Effect driven by enjoyment only. Autonomy non-significant in multivariate model (p = .824).

Study data · N = 90

Sample composition and scale reliability across the three experimental conditions.

Sample by condition

Final analytic sample after exclusions (N=90)

A · UCD
n=2932.2%
B · Gamification
n=3134.4%
C · Gamblification
n=3033.3%

Well-balanced across all three conditions

Randomization produced ≤2.2pp difference between groups

Scale reliability

Cronbach's α for primary outcome measures

IMI Intent to Return3 items
α = 0.866good
UEQ Dependability3 items
α = 0.681acceptable

Both scales met reliability thresholds prior to analysis

α ≥ .60 acceptable for exploratory research · α ≥ .80 preferred

Research process

Tap a card to flip it. Use arrows to move through the deck.

01 / 06

01
tap to flip ↻

Gamification · SDT · Gamblification

Literature review

Mapping the research landscape on gamification revealed a critical gap. The field had never formally distinguished gamification from gamblification, and Self-Determination Theory gave the framework to make that distinction testable.

Literature reviewtap to flip ↻

What I did

Mapping the research landscape on gamification revealed a critical gap. The field had never formally distinguished gamification from gamblification, and Self-Determination Theory gave the framework to make that distinction testable.

Why

If randomized mechanics strip autonomy and competence, they should undermine trust in a measurable way. That's not a hunch — it's a hypothesis with a specific mechanism.

What it unlocked

A falsifiable claim: uncertainty specifically erodes trust, and social recognition does not.

n = 90 · Data collection ongoing through summer 2026. Findings will update as the sample grows. Last analysis: April 2026.

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