Gamification is poised on the top of the Gardner hype-cycle, ready to come tumbling down from its faddish heights according to that model. So the time has come to ask some hard questions. What empirical evidence is there for gamification and its different techniques?
I'm not asking for information borrowed from e.g. behaviorism or utility economy, or studies of "full" games like EyeWire or Quest Atlantis. I'd like to find empirical studies of gamification-attempts in action - lab, industry or anywhere in between, where game elements are added to non-game contexts/behaviors.
Please provide references.
http://na1.www.gartner.com/imagesrv/newsroom/images/hype-cycle-pr.png;pv4a3db6f9c029a4db