Table 5

Comparison of GAMIFY with prior gamification frameworks across key analytical dimensions

Framework (Author, year)Conceptual foundation and primary lensDomain and metaverse specificityStakeholder perspectiveTreatment of governance and ethicsTemporal horizon and impact level
Octalysis (Chou, 2019)Motivational psychology; eight Core Drives (intrinsic and extrinsic) shaping user engagementGeneric gamification model across digital products; not metaverse specificEnd-user (player) perspective on motivationNot addressed; engagement design treated independently of normative concernsShort to medium-term engagement; individual level
Enterprise Gamification (Kumar, 2013)Behavioral and feedback loop perspective on workplace digital systems; emphasis on progression and reward mechanicsEnterprise/workplace orientation; not metaverse-specificEmployer/employee dyad; primarily managerialLimited; brief acknowledgment of organizational policy but not structurally embeddedEngagement 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 researchPre-metaverse digital systems; not metaverse-specificResearcher and designer perspectives, with emphasis on theory developmentAcknowledged as a relevant consideration but not central to the frameworkPredominantly 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 experiencesMetaverse-specific; experiential lens centered on the designer's perspectiveDesigner perspective on four experience archetypes (nudge, flow, alternate reality, hedonic)Limited; descriptive treatment of experiences without normative integrationExperiential 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 environmentsMetaverse-specific; affordance-driven interactional lensInteractional perspective focused on user-platform-peer dynamicsPeripheral; governance is acknowledged but not embedded as a structural elementShort-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 evaluationMetaverse-specific; integrative sociotechnical architecture spanning design, identity, immersion, incentivization, governance and outcome evaluationMulti-stakeholder: jointly addresses designers, organizations, end-users and societal actorsConstitutive; Fair Governance is embedded as a structural design pillar with explicit ethical responsibilitiesMedium and long-term and multidimensional; explicit attention to individual, organizational and societal levels
Source(s): Author's own work

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