Exploring Gamification in Online Journalism: Perspectives from Media Owners Through Interviews
Abstract
1. Introduction
2. Theoretical Framework
- Coherence: The sense-making work by which stakeholders understand and define the innovation.
- Cognitive participation: The relational work to engage others and secure buy-in.
- Collective action: The operational work of embedding the innovation into existing routines and systems.
- Reflexive monitoring: The appraisal work of evaluating and adapting the innovation over time.
3. Literature Review
4. Materials and Methods
4.1. Sampling and Participants
4.2. Data Collection
4.3. Data Analysis
4.4. Ethical Consideration
- Step 1. Each interview was transcribed using a journalistic audio-recorder. Each interview was saved in the Word program by saving each interview using the letter P and a serial number from 1 to 10 (we did not use the name of each interviewee to ensure personal data) and saved them in a folder.
- Step 2. All data were imported into the NVivo program.
- Step 3. For each interview, codes and nodes were created based on the interviewees’responses, using relevant keywords. The codes are essential for working with NVivo and enable the collection of material so that searches can be made for ideas and other patterns. The nodes are the themes that exist in the files. They can be either descriptive or analytical.
- Step 4. Then, an electronic recording was made of the corresponding quotes of the answers provided by the interviewees, which constitute the references on each node. Specifically, in the display of the number of references in the list where the sources are displayed, the references are the count of the number of options related to this source, which have been coded in any of the nodes. If there is the same option that is coded in two separate nodes, it can be counted as two references.
- Step 5. The same procedure was followed in each interview, so that in each question fewer or more references emerged based on the answers of the interviewees.
4.5. Research Question
5. Results
5.1. Perceived Benefits of Gamification
5.2. Concerns About Credibility and Professionalism
5.3. Skepticism Toward Monetization Strategies
- Table 2: Core thematic categories and distribution
- Table 3: Consistently referenced features
5.4. Monetization and Engagement Features
5.5. General Impressions and Usability
5.6. Low-Priority Elements
5.7. Moderately Received Elements
5.8. User Participation and Content Creation
- Table 4: Individual engagement levels
- Table 5: Media types and institutional influence
5.9. Summary of Key Findings
6. Discussion
7. Limitations and Future Work
8. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Greek Local Media | Website | Region |
---|---|---|
Antenna West Crete (Local radio station) | https://antennafm.gr/ (accessed 27 April 2025) | Crete |
The Press Project (News website) | https://thepressproject.gr/ (accessed 27 April 2025) | Athens |
Haniotika nea (Newspaper) | https://www.haniotika-nea.gr/ (accessed 27 April 2025) | Crete |
Parakritika (News website) | https://www.parakritika.gr/ (accessed 27 April 2025) | Crete |
Nea Tv (Tv station) | https://www.neatv.gr/ (accessed 27 April 2025) | Crete |
Flash News (News website) | https://flashnews.gr/ (accessed 27 April 2025) | Crete |
In Town Chania (Magazine) | https://intownchania.gr/ (accessed 27 April 2025) | Crete |
Xronos Kozanis (Newspaper) | https://xronos-kozanis.gr/ (accessed 27 April 2025) | Western Macedonia |
Nea Kriti (News website) | https://www.neakriti.gr/ (accessed 27 April 2025) | Crete |
Kriti 24 (News website) | https://www.kriti24.gr/ (accessed 27 April 2025) | Crete |
Nodes | Child Nodes | Cases |
---|---|---|
Perception of gamification User experience User engagement | Perception of gamification User experience User engagement | Owner Editor |
Name Nodes | Files | References |
---|---|---|
Owner involvement | 5 | 5 |
Editors-in-chief involvement | 5 | 5 |
Gamification knowledge | 3 | 3 |
Social media game elements | 3 | 4 |
Website impressions | 10 | 10 |
Game elements | 5 | 5 |
Collecting points | 10 | 10 |
Buy a package | 9 | 10 |
Game | 6 | 6 |
Avatar | 5 | 5 |
Crossword | 2 | 2 |
“I like/dislike” | 10 | 10 |
Explore fake news | 5 | 5 |
Chatbot | 7 | 7 |
“Saved” | 10 | 10 |
Ranking notification | 4 | 4 |
Popular hashtags | 10 | 10 |
Leaderboard | 10 | 10 |
Money | 10 | 10 |
Encourage users | 7 | 7 |
News sharing | 10 | 10 |
Discussion of articles | 8 | 8 |
Website review | 10 | 10 |
Site improvements | 3 | 3 |
Opinion on administrative | 10 | 10 |
Satisfaction with the administrative | 10 | 10 |
Comments on the administrative | 10 | 10 |
Name | Codes | References |
---|---|---|
1.P1 | 10 | 9 |
7.P7 | 10 | 9 |
4.P4 | 7 | 7 |
9.P9 | 8 | 8 |
8.P8 | 5 | 5 |
5.P5 | 10 | 10 |
2.P2 | 9 | 9 |
6.P6 | 7 | 8 |
3.P3 | 10 | 10 |
10.P10 | 8 | 8 |
Types | Media |
---|---|
Media group | Nea kriti |
Newspaper | Haniotika nea, Xronos kozanis |
Magazine Portal | Intown |
Radio Station | Antenna of western Crete |
Tv station | Nea Tv |
News Website | Parakritika, Kriti 24, The Press Project, Flash News |
Our Findings | Literature Insight |
---|---|
High appeal of points, leaderboards, “saved” options, likes/dislikes | Bitrián Arcas et al. (2023) confirm such features boost engagement |
Low success of crosswords and educational games for fake news | AL-Kaabi (2024) emphasizes the need for relevance to user goals |
Low initial knowledge of gamification among owners | Arnab (2020) highlights low digital literacy regarding gamification concepts |
Concerns about aggressive monetization | Kerrigan and Preece (2022) point out risks to credibility if gamification focuses too much on revenue |
Positive feedback on admin tools, rankings and user metrics | McDonald (2014) argues feedback loops improve engagement and user control |
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Klouvidaki, M.I.; Antonopoulos, N.; Kostarella, I.; Tsafarakis, S. Exploring Gamification in Online Journalism: Perspectives from Media Owners Through Interviews. Journal. Media 2025, 6, 151. https://doi.org/10.3390/journalmedia6030151
Klouvidaki MI, Antonopoulos N, Kostarella I, Tsafarakis S. Exploring Gamification in Online Journalism: Perspectives from Media Owners Through Interviews. Journalism and Media. 2025; 6(3):151. https://doi.org/10.3390/journalmedia6030151
Chicago/Turabian StyleKlouvidaki, Maria I., Nikos Antonopoulos, Ioanna Kostarella, and Stelios Tsafarakis. 2025. "Exploring Gamification in Online Journalism: Perspectives from Media Owners Through Interviews" Journalism and Media 6, no. 3: 151. https://doi.org/10.3390/journalmedia6030151
APA StyleKlouvidaki, M. I., Antonopoulos, N., Kostarella, I., & Tsafarakis, S. (2025). Exploring Gamification in Online Journalism: Perspectives from Media Owners Through Interviews. Journalism and Media, 6(3), 151. https://doi.org/10.3390/journalmedia6030151