Comparison of GAMIFY with prior gamification frameworks across key analytical dimensions
| Framework (Author, year) | Conceptual foundation and primary lens | Domain and metaverse specificity | Stakeholder perspective | Treatment of governance and ethics | Temporal horizon and impact level |
|---|---|---|---|---|---|
| Octalysis (Chou, 2019) | Motivational psychology; eight Core Drives (intrinsic and extrinsic) shaping user engagement | Generic gamification model across digital products; not metaverse specific | End-user (player) perspective on motivation | Not addressed; engagement design treated independently of normative concerns | Short to medium-term engagement; individual level |
| Enterprise Gamification (Kumar, 2013) | Behavioral and feedback loop perspective on workplace digital systems; emphasis on progression and reward mechanics | Enterprise/workplace orientation; not metaverse-specific | Employer/employee dyad; primarily managerial | Limited; brief acknowledgment of organizational policy but not structurally embedded | Engagement cycle horizon at the individual employee level |
| Gamification Design and Research Framework (Liu et al., 2017) | Research framework grounded in Information-systems and integrative design research | Pre-metaverse digital systems; not metaverse-specific | Researcher and designer perspectives, with emphasis on theory development | Acknowledged as a relevant consideration but not central to the framework | Predominantly individual-level outcomes; limited longitudinal or societal lens |
| Experiential Typology of Metaverse Gamification (Thomas et al., 2023) | Experiential typology grounded in user-experience theory; categorization of gamified experiences | Metaverse-specific; experiential lens centered on the designer's perspective | Designer perspective on four experience archetypes (nudge, flow, alternate reality, hedonic) | Limited; descriptive treatment of experiences without normative integration | Experiential moments at the individual level; societal-level outcomes not addressed |
| Affordance-Driven Metaverse Gamification Framework (Xie et al., 2026) | Affordance theory applied to gamified social interaction within metaverse environments | Metaverse-specific; affordance-driven interactional lens | Interactional perspective focused on user-platform-peer dynamics | Peripheral; governance is acknowledged but not embedded as a structural element | Short-term interactional engagement; predominantly individual or dyadic in scope |
| GAMIFY (Author's Framework) | Sociotechnical systems perspective integrating six interdependent pillars: Goal-driven mechanics, Avatar-mediated identity, Multi-sensory immersion, Incentivization, Fair governance and Yield-focused evaluation | Metaverse-specific; integrative sociotechnical architecture spanning design, identity, immersion, incentivization, governance and outcome evaluation | Multi-stakeholder: jointly addresses designers, organizations, end-users and societal actors | Constitutive; Fair Governance is embedded as a structural design pillar with explicit ethical responsibilities | Medium and long-term and multidimensional; explicit attention to individual, organizational and societal levels |
| Framework (Author, year) | Conceptual foundation and primary lens | Domain and metaverse specificity | Stakeholder perspective | Treatment of governance and ethics | Temporal horizon and impact level |
|---|---|---|---|---|---|
| Octalysis ( | Motivational psychology; eight Core Drives (intrinsic and extrinsic) shaping user engagement | Generic gamification model across digital products; not metaverse specific | End-user (player) perspective on motivation | Not addressed; engagement design treated independently of normative concerns | Short to medium-term engagement; individual level |
| Enterprise Gamification ( | Behavioral and feedback loop perspective on workplace digital systems; emphasis on progression and reward mechanics | Enterprise/workplace orientation; not metaverse-specific | Employer/employee dyad; primarily managerial | Limited; brief acknowledgment of organizational policy but not structurally embedded | Engagement cycle horizon at the individual employee level |
| Gamification Design and Research Framework ( | Research framework grounded in Information-systems and integrative design research | Pre-metaverse digital systems; not metaverse-specific | Researcher and designer perspectives, with emphasis on theory development | Acknowledged as a relevant consideration but not central to the framework | Predominantly individual-level outcomes; limited longitudinal or societal lens |
| Experiential Typology of Metaverse Gamification ( | Experiential typology grounded in user-experience theory; categorization of gamified experiences | Metaverse-specific; experiential lens centered on the designer's perspective | Designer perspective on four experience archetypes (nudge, flow, alternate reality, hedonic) | Limited; descriptive treatment of experiences without normative integration | Experiential moments at the individual level; societal-level outcomes not addressed |
| Affordance-Driven Metaverse Gamification Framework ( | Affordance theory applied to gamified social interaction within metaverse environments | Metaverse-specific; affordance-driven interactional lens | Interactional perspective focused on user-platform-peer dynamics | Peripheral; governance is acknowledged but not embedded as a structural element | Short-term interactional engagement; predominantly individual or dyadic in scope |
| GAMIFY (Author's Framework) | Sociotechnical systems perspective integrating six interdependent pillars: Goal-driven mechanics, Avatar-mediated identity, Multi-sensory immersion, Incentivization, Fair governance and Yield-focused evaluation | Metaverse-specific; integrative sociotechnical architecture spanning design, identity, immersion, incentivization, governance and outcome evaluation | Multi-stakeholder: jointly addresses designers, organizations, end-users and societal actors | Constitutive; Fair Governance is embedded as a structural design pillar with explicit ethical responsibilities | Medium and long-term and multidimensional; explicit attention to individual, organizational and societal levels |
Sharing content requires targeting cookies to be enabled. Please update your cookie preferences to use this feature.